location. This could possibly break something that depended on the old
behavior, so we'll have to watch for broken things and make them right.
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constructor to reflect that rather than requiring coordinates that are
then not really valid.
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to be dispatched after tick() has been called on all sprites.
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the old path is replaced, it will go away quietly and cleanly.
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our call to Path.init() we don't freak out. Also made a note that paths
will be ticked after being init()ed because that's the way it works.
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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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constructed. The reason being that derived classes want to override things
like updateRenderOrigin() which should be called every time the sprite's
location is set, but if we do it in the base class constructor, a derived
class's updateRenderOrigin() will be called before the derived class's
constructor has been called. This is not good. Neither was the existing
code which simply half-assed a location change by updating the sprite's
origin position but not calling updateRenderOrigin(), leaving things
generally confuzzled.
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local member names to reflect their actual functionality, flipped the sign
of the origin offset so that it's an offset rather than a negative offset.
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the render origin to be other than (_x, _y) it can update (_rxoff, _ryoff)
when it is appropriate to do so, but we don't really need an overridden
method to do that.
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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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follow a path (specifically, I want to allow the media panel to be
"scrolled" along a path).
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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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bounding box and then checks to see that the pixel in question is occupied
by a non-transparent pixel in the sprite's image.
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can't attempt to move a sprite along a path that isn't fully prepared.
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preparation for character component compositing and other
character-related antics.
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that they can assign a new path to the sprite should they choose to do
so.
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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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