provided by the DisplayMisoScene.
- If hover objects are SceneObjects, tell them when we start/stop hovering
on them.
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hovered over, and can request to have it's object tile repainted.
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Pulled out gobs of SpriteManager/AnimationManager functionality into
AbstractMediaManager.
The big change: sprites can have their render order fine-tuned like
animations.
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properly obtains new objects as they are scrolled into view (which I won't
be doing for Alpha (tm)).
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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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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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instead of their fine coordinates. It achieves the same effect and
alleviates the need to track fine coordinates in the MisoCharacterSprite.
Additionally, IsoSceneView and friends were modified to allow any sprites
to wander their crooked realms, MisoCharacterSprite instances are simply
more efficient because they maintain cached copies of their tile
coordinates whereas other sprites must have their tile location computed
from their screen location whenever they are to be repainted.
At some point in the future, the tile coordinate tracking facilities of
MisoCharacterSprite should be accessed through an interface so that other
spritely entities can cache their tile coordinates if they so desire.
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fixed bug that happened when HIGHLIGHT_WITH_ACTION was on.
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support for 16 orientations in situations where it is merited.
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problems with my previous hack and made offscreen also paths have
huge 'costs', and also bound in potential paths from being
too expensive (to prevent infinite loops if there's no path to a location.)
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may well have a -1 origin offset. We use Integer.MIN_VALUE now which is
definitely not going to be a valid value.
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various and sundry optimizations in the process. We love the spiral
development.
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but after each movement it updates the sprite that it's moving to tell
it the latest tile coordinates.
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- invalid coordinates are traversable.
- check to see if an out-of-bounds node is requested and gracefully create it.
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anything, but it was required to make sprites walk off/on-screen.
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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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