{"push_id":1022602676,"size":1,"distinct_size":1,"ref":"refs/heads/dev","head":"3db8f8b0d49b4d77b5be4d512d6b2c522b167103","before":"65f6e68db51bfd3d6f37bea55690146ecbc9f47d","commits":[{"sha":"3db8f8b0d49b4d77b5be4d512d6b2c522b167103","author":{"email":"29627b1a2a83861520ef799fe20b1e03c13e143f@gmail.com","name":"narrill"},"message":"Randomized map tiling, altitude parsing pt1\n\nMap tiles will now be chosen at random from the full set of 11 (I'm\nignoring the extra empty tiles), and will be placed with random\nrotations (rounded to multiples of 90).\n\nAdditionally, the groundwork is done for parsing altitude information\nfrom the tiles based on color. In Start, MapInfo will create an altitude\nfield (similar to the CPM's vector field, but with floats instead of\nvectors) and populate it by sampling pixel data from across the map and\nrunning the color information through a conversion method to turn it\ninto an altitude. All that's left to write is the conversion method,\nwhich will presumably check the color against a list of pre-specified\ncolor-altitude pairs and return the closest match.\n\nOne potential problem is that I'm pretty sure Texture.GetPixel() doesn't\ncorrect for object rotation, so I'll probably have to save the random\nrotation values for each sprite and account for the rotations myself.\nBut I have no way to test that yet, so I'll with it when it happens.","distinct":true,"url":"https://api.github.com/repos/kolelp2/GDD2_Game2/commits/3db8f8b0d49b4d77b5be4d512d6b2c522b167103"}]}