easily see what the mappings are and properly diff mappings that are
checked into CVS.
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because they'll be used for both sprites and animations.
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configuration reasons to avoid annoying "recompile and nothing works"
phenomenon. We'll opt for the "make incompatible class change and nothing
works" scenario instead.
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that do not have an image specificly for a particular action sequence. In
the future, I'd like to at least provide a mechanism for specifying on a
per action sequence basis which action sequence to fall back to in the
event that a component is missing imagery for that sequence. Then the
default mecahism could be used without forcing all action sequences for a
particular class of components to be exactly alike.
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if we have no other orientations then to request anything but orientation
zero causes things to freak out. (This will be fixed but it's going to
require a fair bit of work that I don't have time to do right now.)
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support for 16 orientations in situations where it is merited.
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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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exactly big enough to accomodate all of their trimmed components and no
bigger.
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use the FrameManager and MediaPanel for displaying sprites since we're not
doing things properly anyway (properly meaning using a sprite manager and
all the associated business).
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and images from the untrimmed source tilesets and images.
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allow setting this externally in the near future, but we'll iron that out
later when we get around to scrutinizing all of the caching business more
closely.
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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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"remember" which orientation it should be doing was not working out
because multiple sprites can share the same action frames and they would
step on one anothers' toes.
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longer provide access to their underlying image (they actually still do,
but not in the normal course of affairs). This will allow us to use
"trimmed" tiles which are trimmed to the smallest rectangle that contains
the non-transparent pixels in a tile image, which will shrink up our
components and other tiles a great deal.
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around arrays of multi-frame images but instead pass around one object
that knows how to render any action frame in any orientation. This
apparently fixed some horrible bug that we had introduced in doing JITC
and now the whole thing is super fast, just like I always thought it would
be. Once we introduce trimmed images, it will blaze!
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fast as I'd have hoped, but I'm optimistic that the image compression
business that Walter and I are embarking upon will solve that handily.
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without having to override init() and pointlessly import and pass through
the CharacterDescriptor and CharacterManager.
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fucking serialization crapping out when the class was recompiled and its
panties got into a bunch.
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