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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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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members protected and provided accessors. Added toString() to Path.
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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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and sprite stuff by added some interfaces in the sprite stuff and
implementing them with the miso stuff.
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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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