Step three will be to create an Non-Player-Controlled object which will handle various AI (overworld) sprites as they move around any given room.
Consider the design options for a modular implementation. There are many future considerations which merit critical thought... In the end, the npc object should be able to store text (interaction) information, pokemon (battle) information, and movement information as well as all of the implications these hold. As such, the object should be designed either as a super or with a type field determining trainer, gym leader, random npc, etc.
A cascade of classes with inheritance would likely be the most desirable option. If this is decided, then merely implement the super class and the standard npc child class.
The main goal will be to get a sprite moving and properly animated with a hit box; however, this issue will not close until a solid foundation is made which is sufficient for future improvement.
Step three will be to create an Non-Player-Controlled object which will handle various AI (overworld) sprites as they move around any given room.
Consider the design options for a modular implementation. There are many future considerations which merit critical thought... In the end, the npc object should be able to store text (interaction) information, pokemon (battle) information, and movement information as well as all of the implications these hold. As such, the object should be designed either as a super or with a type field determining trainer, gym leader, random npc, etc.
A cascade of classes with inheritance would likely be the most desirable option. If this is decided, then merely implement the super class and the standard npc child class.
The main goal will be to get a sprite moving and properly animated with a hit box; however, this issue will not close until a solid foundation is made which is sufficient for future improvement.