Devlogs
Beta v1.08
Pathfinding
- Reworked pathfinding for ground-based enemies that do not jump
- TLDR; uses A* algorithm + when a new path is calculated, store the first step of that path
- Nodes and edges are generated when room is first loaded
- Nodes have an "on_ground" variable
- Nodes that are on ground have edges going left and right (unless there's a wall)
- Nodes that are not on ground only have edges going directly down
- these edges have a slightly lower cost
- Nodes that have springs run a check to see where the spring will send enemies
- edge is created from spring node to landing node
- Nodes on slopes generate edges going diagonally
- Keep a grid of start and destination nodes, and the first step of the path between them
- Starts empty
- When a path is requested, check if path has been calculated before
- If so, get stored first step
- If not, generate path, and store info
- If target node is unreachable, mark it as such, and calculate path to nearest node that is reachable
- Long term, this will allow for more complex combat areas while maintaining performance
Levels
Visuals
- Reworked background pattern texture
- Back wall now moves in parallax
Before
After
Other
- UI boxes now have a gold bordered sprite using 9-slice