catastrophic fuckola, but we can wait until later to freak out.
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because it's smart about that now. So we break out the reloading where
necessary.
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particular orientation; additionally, all frames for a particular
orientation are generated immediately which is not much overhead once the
source tileset images are available and is an arguably better approach for
everything except walking where you might change orientations without
actually using all of the frames in a particular orientations animation
sequence; lowered action cache size to 1 meg now that it actually reflects
reality.
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images, except that this is all fucked because the action frames get
generated on the fly which means that we'd need to update the LRU cache
with info on our new size which would hugely complicated things, so
instead we're going to rework the whole business in the future to cache
individually composited images rather than the whole goddamned action
frame kit and kaboodle.
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our tick we'll do something that invalidates our existing frames and we
need to composite the new ones in paint().
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to composite a set of action frames and one of the character components
has no individual action frames for the requested action.
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easily see what the mappings are and properly diff mappings that are
checked into CVS.
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because they'll be used for both sprites and animations.
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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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that do not have an image specificly for a particular action sequence. In
the future, I'd like to at least provide a mechanism for specifying on a
per action sequence basis which action sequence to fall back to in the
event that a component is missing imagery for that sequence. Then the
default mecahism could be used without forcing all action sequences for a
particular class of components to be exactly alike.
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if we have no other orientations then to request anything but orientation
zero causes things to freak out. (This will be fixed but it's going to
require a fair bit of work that I don't have time to do right now.)
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support for 16 orientations in situations where it is merited.
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local member names to reflect their actual functionality, flipped the sign
of the origin offset so that it's an offset rather than a negative offset.
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