Roguelike Dev Update
So I cleaned up some memory leaks that I figured would probably be trouble later. I may still have one or two lying around, but it is order of magnitudes better now. I used Visual Leak Detector for assistance. New updates include extracting the level into a view port so that levels bigger than the screen can be accommodated by a moving window. This was actually surprisingly easy to do. It acts as a translator, taking the level-relative locations of cells and glyphs and turning them into screen relative points. Also added rudimentary random level generation, as you can see in the new flash movie. Currently it generates randomly sized square rooms with an open end in the center bottom. Expect more complicated layouts in the future. The walls also have hit points, like entities do, but the whole hitpoint / combat system is just a place holder for more complicated stuff. Like, metal swords breaking down wooden walls, but only scratching concrete ones. I also started setting up the game logic to accomodate multiple levels, as evident from the debug “level respawn” feature in the video.
Next up in the development track, items that entities can pick up, carry, and use. I’d like to get jack equipped with some kind of ability to temporarily boost his speed. His framework is all set up for that already, but I need to decide how to give him the choice on when/how to activate it. As for the player, I’d like to get him wielding a weapon (or not, at a button press).