News items on release (0.0.2) -
The background system is now roughly 80% operational, in that it works but the infernal "speed" setting
isn't quite flawlessly executed. So you can not currently make backgrounds scroll at differing rates. Sorry.
I'll get to work on that first thing... sometime.
I also have fixed the framerate limiter again, and revised the method of determining time elapsed for movement.
It is now held within the main.cc code instead of utilizing the graphic engine's time_elapsed variable. This is
because time_elapsed has to do with framerate and selective frame rendering, which lead to inaccurate or
inconsistent movement of sprites (at 10FPS you could move at about a BILLION miles/hour, whereas at 180FPS a
turtle with 2 broken legs could beat you in a race.)
There were a couple other fixes. Generally this is the best release I've made to-date. When panning the camera
(which causes the most amount of lag and drops the framerate the farthest) I get around 75FPS on my GeForce 2 MX.
So I'm happy.
Known bugs -
Right now the forced-update list isn't implemented. This means that if you delete a sprite or a series of sprites
the screen will not update to reflect this change unless something else triggers an update of the regions effected
by the vanishing sprite.
Oh, and there seems to be a slight glitch with the screen table in that if you are on the border between two
cells (either horizontally or vertically) there will be a slight glitch appearing. I think it has something to
do with incorrectly determining the portion of the sprite's image that is in a cell, so it ends up blitting either
too much or too little of the image on any given cell (this only occurs when the sprite isn't fully on a cell.)
The bugs aren't anything which could prevent someone from making a video game out of the engine. The visual bug
is not noticeable at all when movement is occuring and with the right work-around the deleted-but-not-disappearing
sprite problem... isn't a problem.
I have yet to add the CPE_SHAPES function set, for drawing of basic-to-infinitely-complex shapes. I'll get to that
around the time I get to it. Plus or minus.