6.5.2015
- "Durchstoss" 
  * ein "Spieler" gesteuerter Sprite, der sich über die Welt bewegt
  * ein nicht-Spieler "



Bug?
Scale to fit - and Fog of war, does not respect position and size of sprites


Steps Game:
- a small Square Tile map
- units are active elements (moved by player - or automated by player - in opposite to automated by "map")
- there may be "automated" map elements (wildlive... springs etc)
- 
- There are "Rounds"
- There are different players
- There is a "growth" phase befor each round/ couple of rounds (weeks/seasons)
- interface to player should be "neutral"
- player actions should be "stackable" give "n" orders for next "n" rounds in one round
- there are resources which will be produceable:
 o gold
 o magica
 o research
 o minerals/metals
 o feed
 o electricity...
some of which might be storable/others might not


Particles Todo:
Position of Emitter - changing over time
position of particle movement also random possible ("Flicker" of a candle)
Angles / random
Remove Emitter
Save Engine
Load Engine
Tint TO
Accelerations (x) - Wind, y - Gravity
Tang and rad
Emitters as Prticles
Save es Image Sequence
Stat updates


Sprites & Tiles -> highlite on "command"

Alternative to MOM
SIM something, sandbox world / home / economy build with
sims that can be "programmed"



Bug?
Still illegal state exceptions

Might Do:
Sprites with many layers, one can not see on which layer sprites are 
- do a Spritelist per layer as in tile list


Buttons pressed/unpressed hovered - gfx button

Document:
Right click selects sprite for edit

Bug Sprites in map:
Changing Action without selecting a sprite -> Exception

Document:
Fog only for non ISO Regular!, Fog needs a transition-enabled tile (artifact)

Doc:
shadow: thickness 1, antialiase 2 (can only be changed in code)
shadow is scale independend! 

Doc 
Replacement button and drawbacks



Particle Engine?

Bug:
Löschen von Sprite auf Map _> kein! automatisches Map-Update mehr? -> Einmal vorgekommen

ToDo:
Implement Coordinator.



Document:
Right click on sprite -> selects sprite!
Left Click on sprite unselectets!




TODO:
AutoAction with all action which are in Batch/ImageComponentEditor
Rename Actions

TODO:
Exception, when Variant is not avaiable (tile)

Bug If map is loaded while old Navi is displayed
The positioning in the navi is fucked up

Batch in Grafics -> complete -> ImageSourceEdit
and document!

Help - Tiles
ISO-Tile offsets and displaying!

Lost:
Export of images -> now only skript to import is availabl?

ISO Wrapping to mention (not to implement) 
- Diagonal Wraping


Add scripting for Flare and Reiner

Resources to look at:
http://www.java-gaming.org/topics/resource-loader-xml-loading-with-filters-n-stuff/29210/view.html
http://www.java-gaming.org/topics/particle-editor-tool/28535/view.html
http://www.java-gaming.org/topics/java-media-player/27100/view.html

Freya axe last cleaned images

Enhancement
Memory -> mark images as use
or mark images as "loadonly"
-> that qay we can discarde large load images later!
-> irgendwo muss ein Unterschied gemacht werden zwischen


Import a flare animation load *.txt
https://github.com/clintbellanger/flare-engine/wiki/Animation-Definitions



Memory:
In Grafics -.> singleImagePanel and ImageComponent -> are still there -> but without data - > MEMORY BUG
-> I think I leave it there it is only interesting on HUGE automated import scenarios

tile has attribute "Action" = Walking
tile has attribute "Direction" = North


Battleground Unit
- stand, go, attack in directions
- each is a composite tile
- composite tile can be reduced
- upon hit a "splatter" animation overlayd
- may initiate a "missle"

Battleground:
- a field with battlegorund units
- each unit has a turn
- unit can do things: attack, move, pause cast a spell, initiate missle, change ground



Bug: 
File selection box -> press a scroll barr button exits it!

Bug after color setting save as new image does not work?

Join grafics/ Animations? -> or not, might be done with a composite tile


-> General MOM idea, Troups are allways Composite tiles -> so I can  remove single tiles!
-> one composite Tile per direction
-> Composite tile, can be reduced according to damage


Bug: Grafics
Still, when deleting first image?

Bug: Tile
Adding (modding) a tile does the scrollbars correctly, but the images of the tile are shown first! (seefont abcs)


Font:
http://www.google.de/imgres?client=firefox-a&hs=yVw&sa=X&rls=org.mozilla:de:official&biw=1204&bih=828&tbm=isch&tbnid=EvepIitpXsnPdM:&imgrefurl=http://forum.unity3d.com/threads/113518-ShoeBox-2d-gamedev-tools&docid=e6GZCcwkQQJujM&imgurl=http://farm8.staticflickr.com/7199/6953483794_77b359a6b6_o.jpg&w=1152&h=601&ei=9WGeUaTcIOKI4gTD0IHgAg&zoom=1&iact=hc&vpx=571&vpy=504&dur=295&hovh=153&hovw=294&tx=132&ty=68&page=2&tbnh=131&tbnw=251&start=31&ndsp=35&ved=1t:429,r:40,s:0,i:210





http://www.java2s.com/Code/JavaAPI/javax.swing.border/SubclassAbstractBordertocreateImageBorder.htm




Bug Grahhpic 
After deleting a graphic the selction dows not update the info windows

ISO Enhancement:
- define an ISO ground size like 32x64, 
  and an offset in the image where that ground size starts - treat an image like a ground size image, 
  but paint it in "real size" but so that the gound size is met
-> you can build "height maps" with that!
-> addition, also give an extra ISO Parameter "heigth offset"
-> see Horizon ISO tiles for what I mean!
-> it should be enough to define an ISO-height -> from the base line this is the height to be assumed
-> height offset is still neccessary to go up an downhill!

IN Tile view 
make a preview Window, how the ISO tile with base, height and offset will look in a "grid"


-> Tile Typ will be used!
ISO
RECT
HEX
-> makes "assume ISO" redundant!



TODO:
Tile selection in Tile manager is very slow!

Todo:
Button delete tileset, deletes only one tile! -> disabled
Delete button for 
- tilecollection -> all corresponding xml
- ImageCollection -> all corresponding xml
- on deletion of map, also delete layer data!

TODO:
Image:
Delete XML after deleting last image/tile in file!

TODO
Growoption for Replacing tiles (in opposite of adding to new layer)

TODO:
Rectangle:
tile under cursor (red) != tile placing (green)

TODO:
Animation Option
------------------
autoReverse
loop

TODO
- Scrollbalken für Viewport in Map


Future:
- Triangle Tiles ?
- active tiles
- Might DO: Notice of graphics is inherited from original + operations made on them!
- Add nature generation: Trees, cacti, fish, animals etc
- Color reducer in Image processinG!
- import tmx files from tileEd
- Tile: Not Done: exchange ImageCollection name for an entire TileSet
- Map: copy paste of a selected area, new mode: tile select (might be done with internal composite tile -> easy?)
- WorldGen: after that do Map transition directly from generated world to tiles -> so I will keep additional information!





- FOR GAME:
Build environment that is not JAVA -Like in Fullscreen!
- Panel with custom borders
- buttons
- textfields
- fonts


----






http://allacrost.sourceforge.net/wiki/index.php/Video_Engine_Visual_Effects#Transition_Tiles
http://fivedots.coe.psu.ac.th/~ad/jg/ch064/ch6-4.pdf
http://www.angelfire.com/rpg2/vertexnormal/tutorials/tile_tutorial.html
https://github.com/bjorn/tiled/wiki/Using-the-Terrain-Tool
http://books.google.de/books?id=PoPw--vPXfUC&pg=PA324&lpg=PA324&dq=iso+tile+transition&source=bl&ots=9tkb3Tn757&sig=ztrPFqLD1WRob5Yxja0a6KsWJcI&hl=de&sa=X&ei=NG6DUZyIHeK80QWd4YCABg&sqi=2&ved=0CGoQ6AEwBw#v=onepage&q=iso%20tile%20transition&f=false
http://autoloot-games.com/?p=232
http://www.gandraxa.com/isometric_tiling.xml


User defined processing!
-> http://buildsomethingawesome.org/blog/
See source of mapgen2 -> to export to data!


http://simblob.blogspot.de/
http://simblob.blogspot.de/search?updated-max=2012-04-15T20:01:00-07:00&max-results=3&start=3&by-date=false
http://simblob.blogspot.de/2010/01/simple-map-generation.html

Tile Display:http://simblob.blogspot.de/search?updated-max=2010-09-06T15:19:00-07:00&max-results=3&start=9&by-date=false

Info:
http://devmag.org.za/2009/05/28/getting-more-out-of-seamless-tiles/



http://flarerpg.org/ CC BY SA! ISO

Resource:
http://aterribleidea.com/ccworks/

?? http://www.roencia.com/rpggraphics.html
http://www.nosoapradio.us/

priced: http://www.frogames.net/content-packs.html


http://opengameart.org/content/wip-flare-defense-tower
http://opengameart.org/content/flare
http://opengameart.org/content/grassland-tileset



MAP
---
- Layers must be done, otherwise parallax scrolling is not possible
- each layer has a viewport, each vieport of each layer can differ in its location
- each layer can have a different size, as long as all viewports are allways visible
- a map can have a fixed size (graphics which go over that size
  i) are cut off
  ii) wrapped around
- open size
- maps can have borders or wrappable
- movement of viewports can be visualized while editing
http://pcg.wikidot.com/
https://love2d.org/wiki/Free_Game_Resources
http://www.gamedev.net/page/resources/_/technical/game-programming/tilemap-based-game-techniques-handling-terrai-r934


Tile
----
Actions must be defined,
- each action can have:
  - a sound
  - x / y Movement
  - anim in steps
  - switch to another tile as result
    + directly
    + at the end of anim
- presets for a set of variables for tiles must be definable, otherwise
  much editing must be done by foot
- tiles get a visible flag (might also be realized with actions?)


Graphics
-------
Graphics might get a mask, for future collision detection


Tile <-> Graphic is bound via a UID, which might be the name of the grafik ID
-> one tile can have many representations!

Tile
Each tile as a default size, bei der erstellung der ersten Grafik, wird diese als default gesetzt
(kann überschrieben werden).
Wenn das Tile irgendwann einer neuen Grafik zugeordnet wird, dann wird die Grafik beim laden auf
diese Größe skalliert!

Jedes Grafix Set hat auch eine ID, so kann ein ganzes Grafix Set asugetauscht werden!
Keine 2 verschiedene Grafik Sets in einem Tile Set dürfen die gleich ID haben!


Image Source edit
- delte one image -> place cursor on orrect next image
- make a new button for new wimage in current class
- if new on class -> delete current image collection from view
-  preview pictures -> correct the size (100/100 nbo 105 / 105)
- If only "Save" was pressed and name was changed - delete old one and add new one!
  As it is now we have two images with diffferent names after add
- first time a anim pic is viewd
  The anim steps are frenzied!
- directory remember on file buttons

ImageSource Enhanced
Eine weitere Zeile einführen mit Collision Data
Hier die Optionen: - Set Pixel (Bestimmte Hintergrundfarbe = 0 alles andere = 1)
                   - Add/delete Pixel mit Maus!




###############

http://stackoverflow.com/questions/602614/what-are-some-faster-alternatives-to-java2d


Tile map with x layers
Each tile map can have tiles of different sizes
Map will be painted from bottom up
Each map can be scrolled in different speed (offset)

each layer has:
 - different movement speeds (or same)
 - different purposes (collision detection back, collision dectection front (sprite layer), view, resources etc, collision bitmap)
 - can be visible or not
 - can be manipulated "on the fly"

Image
tiles können auch eigene colision bitmaps haben
dies sollte allerdings nur bei sprites genutzt werden,
ansonten die collision layer der map
Images werden nur mit einer ein eindeutigen ID verwaltet
"screens" werden nur mit einer eineindeutigen ID verwalten
"ausgeben" geschieht auf screens, andere images oder als "export" in ein
geeignets format

-> das ermöglicht alle "prints" zentral zu steuern und ggbfls zu optimieren mit
entprechenden nativ libraries (kann später erfolgen)


Ideen für Mom extended
- möglicher Weise keine (ausschließliche) DIREKTE Beeinflussung der Forschung, sondern
  indirekte.
  z.B.
  - erst nach X kamepfen erforschen von XY
  - erst nach Umweltberschmutzung erforschen von chemikalien...

- Verschiedene Wissenschaftszweige, wie
  - Magie (leben, tod, natur, etc)
  - Science (Bio, Chemie, Ingenieur)
  - Para Science (?)
  - Religionen (Pacifist, Kriegerisch,...)

Resourcen für Bauen notwendig (koennen sich erschöpfen ja / nein)
Resourcen können nur entdeckt werden wenn:
a) Forscher vorhanden
b) Wünschelrutengänger
c) Elementare etc...

Tiles:
http://forums.tigsource.com/index.php?PHPSESSID=34197d583e358fb382c97c8171f315e5&topic=9200.msg286272#msg286272


Tile Transition

http://www.yaldex.com/games-programming/0672323699_ch08lev1sec14.html
http://playtechs.blogspot.de/2007/04/tileset-design-tip.html
http://simblob.blogspot.de/2010/08/map-rendering-cutting-corners.html
http://www.lostgarden.com/2006/02/250-free-handdrawn-textures.html
http://forums.tigsource.com/index.php?topic=9859.0
!http://www.gamedev.net/page/resources/_/technical/game-programming/tilemap-based-game-techniques-handling-terrai-r934
http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/

Blending!
http://gamedev.stackexchange.com/questions/32583/map-tile-terrain-transitions-with-3-4-different-types
http://www.xnaresources.com/default.asp?page=Tutorial:TileEngineSeries:6

http://www.xnaresources.com/default.asp?page=TUTORIALS


World Generation:
! http://www.tophatstuff.co.uk/archive.php?p=99
! http://www.openprocessing.org/sketch/30809
! http://www.nolithius.com/game-development/world-generation-breakdown

http://www.gamedev.net/blog/33/entry-2249260-procedural-islands-redux/
http://www.gamedev.net/blog/33/entry-2249282-hooking-into-the-tree-to-build-a-map/
http://www.gamedev.net/blog/33/entry-2249322-procedural-island-demo/

http://simblob.blogspot.de/2010/01/simple-map-generation.html
http://pcg.wikidot.com/pcg-algorithm:world-building
http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
http://www.gamedev.net/blog/1547/entry-2255068-procedural-island-tilemap-generation/
http://gamasutra.com/blogs/AdamSaltsman/20090529/1562/Procedural_Level_Generation_for_Artists.php

http://www.xnaresources.com/?page=Tutorial:TileEngineSeries:4



TODO:
https://sites.google.com/site/juddman/
http://www.java-gaming.org/index.php?PHPSESSID=kqv9dsoap810a67ashgq0fupb0&topic=25292.msg217617#msg217617


http://libgdx.badlogicgames.com/



New game Idea:
Mom To Big in Java, and doesnt look good:

Mini Dungeon, done in Unity
Dungeon = ONE screen
Char Fighter Thief Mage (just Fighter in the step1)

Random generated dungeon 

SIMPLE
difficulty increases with depth
special rooms LOTS
armor
weapons
hitpoints



