06.24
This page describes what is planned for future versions of libtcod.
Next release : 1.5.1Provide an alternative compilation method through autotools. That might ease the port to other OSes. Right now, you can customize a character in the font but it’s still grayscale. This will allow to put true colored tiles in the font and use libtcod as a simplified tile engine. Note that you won’t be able to draw a letter on top of a tile since the tile already has an associated ASCII code. Currently, image can only be blitted on consoles. Colors inside consoles are stored in a specific way, not compatible with images. 1.5.1 will clean all this mess and have console’s colors stored in TCODImage. The result is that any image->console function currently available (blit, blit with scale and rotation) will be available for image->image operations. Also, existing image operations (scale, mipmap) will be available on consoles. Currently, libtcod only supports 24 bits or 32 bits PNG images. 1.5.1 should extend this support. Switch to libpng 1.4 or LodePNG will be evaluated. We’ll try to integrate this experimental renderer by Antagonist in the official release… Further releasesThis is used to place rectangular objects on a map, keeping any object from overlapping. You insert the objects in the packer one after another, defining their optimal position. When an object is overlapping another one, the packer move it to the nearest empty position from its optimal position. This toolkit is used in the Chronicles of Doryen to display “hints” in cities (shop names, …). When the player moves around, the texts moves so that they never overlap the player @ character (nor each other). I haven’t got a clue about how I’m going to do it but I’d like it to be very flexible. What I have in mind is a |