I'm loving the update so far! I've run into a snag, though (not related to your work). I have a function to procedurally generate a tree, which I think works pretty well. However, I want my game to have seasons, so I want the leaves on the tree to turn brown, fall off, and then grow back over the course of an in-game year. To do that, I imagine I need to know the coordinates of each leaf pixel. Since the leaves are drawn using circles, it's hard to know exactly which pixels are leaves and which aren't.
The only idea I've had so far is to figure out the min and max x and y coordinates of the tree, and then run a nested for loop to check every pixel for being a leaf, and then store the coordinates in some massive array. But that's slow, takes up a lot of memory, and I'd be doing that for every tree. Do you have a better idea?
If possible, I'd like to not touch my tree-generating code. It took a lot of tweaking to make the trees look like trees
Thanks for all your work! If it weren't for you I'd still be coding in TI-BASIC.