Haven't done much coding, but at least some analysis of the three open items:
* Drawing of shadow and jumping are somewhat related. The first thing to figure out would be when a character is resting on the ground or not. Basically, if the z-velocity at the end of a cycle isn't 0, we know the character is off the ground. The ground position is then determined by the highest tile still lower than the current character position. Once we know the ground, we can draw the shadow. At least for now. Later we might want to improve the code to better fit when the ground is sloped ... * Jumping is partly implemented in world/character. A vertical velocity value that survives individual cycles is kept there. The question is whether we want to keep it kind of separate from gravity or implement a cumulative gravity system, where vertical velocity builds up each cycle (unless the character is resting on the ground --> see above). In latter case we could possibly do with a smaller gravity value, thus improving the auto-climbing of stairs and such. * Remains the rendering. It does not yet take shape-offsets into account, so the order defined by square_info::operator< isn't right. Chances are also that calculating the base tile is affected by this as well. It's the area I've looked at the least, so it's too early to say something definite yet. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel