external entity instruct us to do so. We always want them and they're not
that expensive to calculate.
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that a list of object metric records is used rather than a hashtable
mapping tile coords to object tile bounding polygons because we were never
doing a hash lookup, only iterating over the whole table.
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anything. The clip is already properly set before render() is called.
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than the IsoSceneView wants to be. Presently we simply center the scene
view, but we'll later be adding the ability to set a rectangle on which to
focus the scene view when shrunk so that the user can always see their own
character.
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goal as its distance estimate and to assign a higher cost to diagonal
traversal than to orthogonal traversal.
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(useful in the editor to see what's traversable and what's not).
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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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track of the front-most object that the mouse is over.
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object tile) over which the mouse is hovering. The iso scene view will
also support highlighting the object tile over which the mouse is hovering
as well as base tile highlighting to make the editor's life easier.
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items in our dirty item list. No need for sorting and copying in such
cases.
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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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explicitly typecast it on their own, as they are almost invariably wont to
do.
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possibly only a temporary workaround intended to allow the scene editor to
work. BufferStrategy-style rendering only works with Window or Canvas
objects, but the scene editor is a full-fledged Swing application and if
the scene view panel isn't a Swing component then menus and other things
won't render properly on top of it.
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rendering optimizations available in JDK 1.4. Use a BufferStrategy, and
changed AnimatedPanel to extend Canvas rather than JPanel.
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the base tiles have been painted, but before anything else. This allows us
to paint things that appear to be on the ground (like locations).
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scene that may partition two items, and to address the lack of a proper
total ordering of dirty items in the non-partitioned comparison case.
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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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preparation for character component compositing and other
character-related antics.
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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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are sprites since that's what we're actually expecting.
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