classpath. Removed getImageSource() as calling through to the resource
manager is simpler.
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would sure be nice to have a variant that traces the supplied image rather
than always creating a new one, and more flexibility with respect to the
alpha gradient steps might be nice, but all of that sort of thing will
just have to come later.
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was documented, so that callers can do things like fall back to trying the
classpath rather than having the previously-thrown IOException circumvent
the rest of their antics.
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which the image is to be loaded. Removed unused imports.
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two colors may be blended at a ratio other than 50-50.
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configuration as another and one for computing a rectangle that bounds all
non-transparent pixels in an image.
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in the same package. Also added support for applying a set of
recolorizations all at once so that previous recolorings aren't borked by
subsequent recolorings (plus it's more efficient).
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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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images. The PNG loader seems to be kind enough to throw fucking runtime
exceptions when it encounters file format problems instead of throwing
IOException or some other declared exception.
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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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indexed color and it converts colors that are close to a target color in
the HSV color space (with specifiable bounds on difference in hue,
saturation and value) to new colors (with specifiable offsets for hue,
saturation and value). Initial testing shows great promise for articles of
clothing and even reasonable results on skin tones.
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TRANSLUCENT since that's what we prefer. Made ImageManager use ImageUtil
to create blank images.
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with the destination screen device. Updated existing code that previously
created buffered images directly to reference ImageUtil.
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somehow borks the zip decompressor and all hell breaks loose. What a PITA.
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classloading is attempting at construct time. So we do so by disabling
disk caching which will hopefully allow ImageIO stuff to work in the
applet.
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associated with failure to make use of the ImageIOLoader.
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can't load the ImageIO classes. This unfortunately means that we're back
to passing a Component instance to the ImageManager at construct time.
Whee!
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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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to separate scene display from editing functionality. Load and
initialize managers in a fashion that more appropriately hides the
implementation details. Tidied comments up a bit.
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Modified TileManager to store the height of a tile in the Tile
object's member data when the tile is initially created since we
would like to be able to reference it speedily.
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