Well shit. When adding interactivity for the completed tiles I realized that each segment was going to need a custom hit area. If there are multiple segments on a tile, only the top segment captures the mouse event. Custom hit areas are the only way to really solve this.
Because we have to make graphics objects in the correct shape for each segment though, why not just convert the tiles to all use graphics? This might solve a few problems. I would need to add pathing at some point anyway so that mobs know what parts of the tiles are walkable and how they connect. At least, if mobs are actually going to be a thing.
The other thing this improves is the tile shading. Because the tiles need to be rotated I can't shade them in any particular direction and still be able to rotate them. Perhaps with the graphics version I can add some shadows here and there. I could also overlay textures onto the ground.
Graphics work with triangulation. So if I stick to square shapes the graphics objects shouldn't actually be that bad performance wise.
This wasn't as difficult as I feared it would be. Mostly just labor intensive to convert all the tile sprites to vectors, but most everything else wasn't effected.
Well shit. When adding interactivity for the completed tiles I realized that each segment was going to need a custom hit area. If there are multiple segments on a tile, only the top segment captures the mouse event. Custom hit areas are the only way to really solve this.
Because we have to make graphics objects in the correct shape for each segment though, why not just convert the tiles to all use graphics? This might solve a few problems. I would need to add pathing at some point anyway so that mobs know what parts of the tiles are walkable and how they connect. At least, if mobs are actually going to be a thing.
The other thing this improves is the tile shading. Because the tiles need to be rotated I can't shade them in any particular direction and still be able to rotate them. Perhaps with the graphics version I can add some shadows here and there. I could also overlay textures onto the ground.
Graphics work with triangulation. So if I stick to square shapes the graphics objects shouldn't actually be that bad performance wise.