Destructibles now have a destroy() function which should be overridden in the child class. Also, beginning to make some Environmentals.
Updated the super() chain.
I'm going to rewrite the level storage format, because the way it was before is both insufficient and inelegant.
Changed the location where the preview image is loaded to LevelInfo itself.
Added new functionality to json converter. First, looks to see if the object it's trying to convert has a to_json function - if it does, it uses that; otherwise, uses the default one contained in the converter.
Further refining the preview loading in LevelInfo.
Transparent data member added to Cell, accessible through Level function now.
Moved the Templates into their own folder.
Renamed, again. I know, I know, a lot of stupid-ish commits. Also, TemplateCell.create_instance() takes a _x and _y.
Working on new LoaderLevel.
The level info loading works. It will, uh, freak if you have an error, but...hmm. What do I want a failure to look like?
Cell templates now load; added functionality to z_json to take in the 'primites' of json. Still throws a fit if it encounters any sort of error; still have not decided on how to handle failure. I mean, gracefully, of course, but what does that *mean* for this application? Level is sipmly skipped over?