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.)
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1532 542714f4-19e9-0310-aa3c-eee0fc999fb1
- 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.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1446 542714f4-19e9-0310-aa3c-eee0fc999fb1
can implement "virtual" scenes which return tiles infinitely in all
directions in anticipation of supporting scrolling.
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goal as its distance estimate and to assign a higher cost to diagonal
traversal than to orthogonal traversal.
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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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Made TileSet an interface. Throw exceptions for unknown tile or tile
set requests. General clean-up and documentation.
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interface. Initial version of AStarPathUtil and hooked it in to
SceneView.getPath(). Not yet tested.
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