between connections even on JVMs (like Linux's) that seem to feel no need
to actually return anything sensible from InetAddress.toString().
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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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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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fixed bug that happened when HIGHLIGHT_WITH_ACTION was on.
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vectors share a common origin; added whichSide() which determines whether
a point is on the left or right hand side of a line.
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support for 16 orientations in situations where it is merited.
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to their nearest compass direction instead of the wacky way it did before.
Also added getFineDirection() along with rotateCW() and rotateCCW() to
rotate through (fine) directions (though coarse directions can be rotated
as well, simply by always requesting two ticks of rotation). Also wrote
some test code to make sure everything works.
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We don't want to do that when we mean simply to repaint the whole
component.
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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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reasons: we don't want anything coming in between the call to tick() and
the call to paint() and components will likely want to be validated before
they are ticked if they happen to be a frame participant and are invalid.
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it from a call to getUnoccupiedLocation(). Anyone can move into the
location (regardless of who reserved it), but it won't be reported as
unoccupied until someone enters it and leaves from it once again.
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which contains the routines to do it; modified said routines to allow them
to be called with the internal location tracking array maintained by the
spot scene manager because that is the only thing guaranteed to be truly
up to date; made use of where() in spot scene manager's log messages.
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