actions unless we're actually loaded into the editor and turned into a
real editable scene.
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list of objects, they can overlap (I think that objects added to a scene
later will be rendered before objects added earlier which ends up feeling
natural in the editor); no longer are objects ignored when their footprint
lies outside the scene bounds.
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Clearing a base tile sets it to a random tile from the default tileset.
setBaseTiles() now takes a tileset and fills the rectangular area with
random tiles from that set.
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- removed tabs
- explicitly specify imports
- I made each comment a complete and punctuated sentance.
- other minor convention changes
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have coordinates outside of the normal scene coordinates.
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"cover" a tile with an object tile. While a tile is covered, it is
impassable. This allows us to have base tiles under object tile footprints
that are rendered, but not traversable by character sprites.
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the scene. This will eventually be interpreted by the scene rendering code
to allow objects to be clickable.
Also rewrote scene serialization code using new Java buffer services which
are much more efficient at reading and writing arrays of integers.
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without a tile manager, which can be provided later, at which point all of
the tiles will be resolved. Also made it possible to replace the model in
a partially constructed scene. How's that for a turn of phrase: partially
constructed scene. Wheee!
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other model classes; was passing tile coordinates backwards to tile layer
objects.
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things compile and most things run so this is a good time to checkpoint.
Let me recall:
- Refactored the whole scene deal.
- Revamped the XML parser stuff (now uses Digester).
- Rethought the tile management.
- Started tile bundle stuff.
- Wrote some tests.
- Did a bit of Mike-ification.
Onward and moreward.
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