Moved the map creation into a game state.
Performance improved by not starting the image creation processes at the same time.
Some cosmetic changes that indicate height differences.
Maps are now symmetrical (point or axis symmetry).
TODO file added.
Basic game-plan added, Milestones and what I want to accomplish in each
one. The dates are very rough and optimistic. Probably Milestone 4 will
be completed in the middle of 2015 if I stick with the project ...
Changed the CreatorMap2D so that it makes sense to extend it now. Especially forEachPixelToUpdate should come in handy.
There are now 5 height values stored in the map array (0 - 4), not just 0 and 1, but the indicated depth in the rendered images is gone for the moment.
The equal amounts of values for neighboring tiles seems to be a common case. The first value (0) was used too often.
Using the stream source to decide if we use another tile value with an equal amount of occurrences fixed the problem.
Changed the map rendering so that it can deal with different canvas sizes by setting the canvas with as the map size.
Changes to the Map creation. Extracted functionality into a ForeachTileHelper class. The MOBA map creator uses a regular Map2D creator now to get smoother results.
So far it is still not strict in the sense that I want it to be (no cliffs, only changes of 1 in height).
Slight changes to test if commits are showing up as contributions now.
First basic ISO view for the landscapes.
Log message removed.