tracking and reporting locations of bodies within a scene and handling
chatting between users in a cluster. Other minor cleanups.
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somehow borks the zip decompressor and all hell breaks loose. What a PITA.
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and could just fold in a Stringable class instead of rewriting the same
code thousands of times. Three cheers for code reuse!
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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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model as we'll be having scene names in the runtime system.
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placement. Went back to not allowing the player to be killed by shaft
pieces. Initial work on improved keyboard input.
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our libraries depend. We're using external libraries that are too bleeding
edge to simply have people install the publicly available versions.
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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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it's the one that knows which location ids are in use.
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the way I was doing inheritance between the display and editable scene
implementations was not copacetic. The new method (which is for every
editable scene impl to delegate to a display scene impl so that regardless
of how far along you are on the inheritance chain, there are only ever two
actual objects, the display impl and the editable impl) is somewhat
cleaner, but makes it clear that no method can work as nicely as it would
were we to have mutliple inheritance.
The basic problem is that the editable versions of the scenes have to be
able to manipulate the instance variables in the display versions of the
scenes because they have to keep them up to date so that they are
displaying the right thing. As the editable versions are in different
packages, they don't have access to the display instance variables, so the
display versions simply have to make available enough "editable"
functionality to allow the editable versions to get their job done. It's
more coupling that I'd like, but at least it's only between the display
and editable versions across the inheritance hierarchy rather than down
the hierarchy.
Blah.
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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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the new new style (or was that the new new new style).
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