Rafał Trąbski
Rafał Trąbski
Currently you can only decide number of edges and size of obstacles - they are all convex, regular polygons. It would be better if you can give a list of...
when vertex closing current wall is in LL quadrant and checked-against corners are in LR quadrant (their angle is not less than max_angle because we 'reset' angle at 260 degrees)...
Obstacles are created and positioned at the start, and you can not change their positions after that. It would be nice if you can click and grab an obstacle and...
Units have some strange issues with detecting and keeping track of detected enemies on isometric map. They "forget" about detected enemies, and sometimes they do not detect them at all.
Cross of the MouseCursor class is not drawn correctly when viewport moves far from the oruigin. ![cross-surcos](https://github.com/akapkotel/python_real_time_strategy_game/assets/40523203/3c5de752-4678-4a3e-8211-5eb3c9691af9)
MiniMap requires data from map, and both IsometricMap and MiniMap should be adjusted to work with each other.
Each frame there are dozens of dog sprites rendered and each Unit is 'revealing' a portion of the fog of war which must be updated and redrawn. There must be...
For now each Unit is testing, if it's QuadTree should be chanmged every time that Unit moves to another Tile. It lead to in_bounds() method call, which is expensive. If...
First time construction options are loaded, if there are many of them, the refereshing of UI takes too long. Requires optimization.
Isometric map requires isometric Units with correct angles.