internal images and doesn't necessarily need to decode them into multiple
images or even have actual images at all. This cleans things up and paves
the way for our "trimmed" image support which is forthcoming.
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animations currently operating therein. (It doesn't pause scrolling which
I suppose I'll have to fix at some point if we ever need it.)
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the sprite to contain more than just the image. I didn't go all the way
though because I started looking at the stuff to handle render origin and
render offset and couldn't bring myself to add another offset into the mix
so it'll have to wait until I can give it some more serious thought and
perhaps simplify what we've got.
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view or remain fixed relative to the scrolling view (the default and also
the old behavior).
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directional constant usage. Added ability to render sprites in two
distinct layers.
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panel; restructured things so everyone deals with "view" coordinates
rather than screen coordinates and the animated panel takes care of doing
the final translation before rendering.
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on which its sprites are rendered was scrolled so that it can generate the
appropriate dirty rectangles or update its sprite's positions.
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we're using it to render sprites into a view that is being displayed in a
viewport that is smaller than the actual size of the view. Oh the
jockeying.
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"hit" by a particular pixel as determined by Sprite.hitTest().
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bounding box and then checks to see that the pixel in question is occupied
by a non-transparent pixel in the sprite's image.
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rendering optimizations available in JDK 1.4. Use a BufferStrategy, and
changed AnimatedPanel to extend Canvas rather than JPanel.
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can't attempt to move a sprite along a path that isn't fully prepared.
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double-buffering. Don't paint the panel if it's not yet been laid out.
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we're showing (the animated panel doesn't choke any more if it's asked to
render when not showing). Also leave the animation manager running until
it is explicitly shut down.
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preparation for character component compositing and other
character-related antics.
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that they can assign a new path to the sprite should they choose to do
so.
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that we can join multiple dirty rectangles for an item into a single
larger item but still rely on the dirty item to know how to paint
itself.
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rectangle propagation and to only render the dirty portions of dirty
objects and sprites.
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latter have a bounds associated with them. Dirty items can now paint
themselves to simplify scene-specific code.
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gather dirty sprites and objects and render after base and fringe tile
layers. Add shadow tiles in the footprint of objects to make them
impassable.
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