Pulled out gobs of SpriteManager/AnimationManager functionality into
AbstractMediaManager.
The big change: sprites can have their render order fine-tuned like
animations.
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when we actually want to use the collision support.
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to handle scrolling in a much cleaner and happier way. There's now a
VirtualMediaPanel which operates in virtual coordinates and can be made to
"view" any location in those virtual coordinates. By changing the view,
the view can be scrolled and the view can be made to center on a pathable
(generally a sprite) which will cause it to scroll around as the pathable
moves around in the virtual coordinate space.
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animations currently operating therein. (It doesn't pause scrolling which
I suppose I'll have to fix at some point if we ever need it.)
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view or remain fixed relative to the scrolling view (the default and also
the old behavior).
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directional constant usage. Added ability to render sprites in two
distinct layers.
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panel; restructured things so everyone deals with "view" coordinates
rather than screen coordinates and the animated panel takes care of doing
the final translation before rendering.
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on which its sprites are rendered was scrolled so that it can generate the
appropriate dirty rectangles or update its sprite's positions.
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we're using it to render sprites into a view that is being displayed in a
viewport that is smaller than the actual size of the view. Oh the
jockeying.
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"hit" by a particular pixel as determined by Sprite.hitTest().
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gather dirty sprites and objects and render after base and fringe tile
layers. Add shadow tiles in the footprint of objects to make them
impassable.
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rather than codes to indicate different types of events. Also modified
name of sprite observer callback as spriteChanged() implies that the
sprite actually changed which it may not have, whereas handleEvent()
doesn't imply anything other than the sprite observer is being asked to
deal with a sprite event.
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Modified sprite and path code to make use of these timestamps to determine
a sprite's progress along the path. Abstracted the path stuff so that
paths other than line segment paths can be cleanly implemented.
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that observers can do things like remove sprites without unhappy
side-effects.
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dirty rectangles, an animated view has to expand the dirty region, it can
call back to the sprite manager to determine whether this new, expanded
dirty region includes sprites that weren't previously considered to be
dirty. If so, those sprites' rendered bounds are added to the dirty
rectangle list being processed so that they will be properly redrawn
(which may trigger more sprites to be included and so on).
Also modified sprite internals in a cleany uppy sort of way.
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but to have it set by the sprite manager when it is requested to manage
them.
Modified sprite manager to invalidate the view when sprites are added and
removed.
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tile. Updated scene/tile dimensions and default scene to use 64x48
tiles.
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any involved sprites in IsoSceneView after each set of tiles is drawn.
Exit the viewer and editor applications on window close.
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