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Tomb of the Mask

Changelog

Version 1.1

TODO

  • Implement static tilesheets for player
  • Finish new render system
    • Color layer (+ rising water)
    • Invert tilesheets so they hide color layer instead of adding color

07/01/22

  • New render method that is SIGNIFICANTLY faster
    • Image scaling is done in the Cell and Entity classes per tile/entity
    • Scaled tiles are drawn to the full-size layer
    • Now, only tiles that need to be updated are scaled each frame instead of the entire image
    • Alltogether, the game runs at 3-4 ms per frame instead of 13-18 ms

06/30/22

  • Created the TimeTracker class for determining the cause of lag
  • Changed image scaling method to increase speed
  • Image scaling still takes the majority of each tick (12 of 15 ms)

06/29/22

  • New Frame class handles the frame layers and rendering
    • This unfortunately added a ton of lag (idk why) that needs to be reduced

06/28/22

  • Entity images also use static tilesheets now

06/??/22

  • Cell images are now stored in static tilesheets instead of individual files

Version 1.0 (AP Comp Sci Final Project Version)

  • It works! (intro, menu, some levels, in-level graphics + animations)

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