- Reworked colorization repository such that we now have arbitrary named
"colorization classes" which can be used by various and sundry entities
to colorize themselves.
- Added support for individual object colorizations as well as "spots"
that go along with objects (will be used to automatically create portals
into buildings and automatically position users properly when at a
"station").
- Repackaged things in miso to more closely mimic what we do everywhere
else (no more miso.scene, now we have miso.data and miso.client).
- Fixed up miso scene XML representation so that objects can more easily
be expanded to have yet more stuff if we think of more stuff that they
might aught to have in the future. Structured the miso scene model so
that "uninteresting" objects (those that simply sit somewhere and don't
do anything) take up a lot less memory than "interesting" objects (those
that have action strings, "spots", colorizations and the works). I may
want to roll colorizations into the "uninteresting" realm, but that
remains to be seen.
- Made it possible for object tilesets to specify default render
priorities for objects in that tileset. This will hopefully allow us to
get by without any "custom" render priorities that are specified on
scene objects, instead relying on the default priorities to resolve
common conflicts.
There are surely other cleanups in there, but I think that was the major
thrust of it.
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order in which they were added to the scene (that information is no longer
available as objects are reordered arbitrarily once loaded).
Also removed old-school scene conversion.
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requests all objects in God's green earth, but we now have the necessary
structures for it to request new objects as they scroll (nearly) into view
and for it to abandon objects as they scroll (way) out of view.
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associated metrics. Also fixed render order handling such that any
overlapping object tiles are rendered in the order that they are added to
the scene. This gives us control over what to do in situations that are
impossible to determine based on object footprint alone.
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It no longer stores base tiles that are not visable in the view,
in fact it stores the base tiles in an array almost half the size as the
fully expanded scene array, and this new smaller array is used everywhere:
when saving the scene, serializing it to the user, or saving it in
the database.
We must now use the getBaseTile() and setBaseTile() methods to access the
base tiles because they are stored in this compressed format.
Also removed the fringe layer completely from the MisoSceneModel.
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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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- 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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can implement "virtual" scenes which return tiles infinitely in all
directions in anticipation of supporting scrolling.
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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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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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entrance." The default entrance is specially highlighted in the scene
and can be read from and written to XML scene description files.
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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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Made TileSet an interface. Throw exceptions for unknown tile or tile
set requests. General clean-up and documentation.
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Location objects and needn't muck about with full coordinates.
Beginning work on exit placement.
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tile. Updated scene/tile dimensions and default scene to use 64x48
tiles.
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