errors to report the "place" in which the error happen. The SceneManager
overrides this to include scene information. Scrupulous use will make log
messages much more scrutable.
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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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before scrolling); added encloses pathable mode which is like follows
pathable except that the pathable is not tracked with the center of the
screen but instead their bounds are kept inside the visible area.
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when we actually want to use the collision support.
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Don't expose the game manager's internal AI skill level array to external
parties.
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exactly big enough to accomodate all of their trimmed components and no
bigger.
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the render origin to be other than (_x, _y) it can update (_rxoff, _ryoff)
when it is appropriate to do so, but we don't really need an overridden
method to do that.
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use the FrameManager and MediaPanel for displaying sprites since we're not
doing things properly anyway (properly meaning using a sprite manager and
all the associated business).
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out what kind of AI-related machinations they should engage in during
startup. Added isAI() to allow checking whether a particular player index
belongs to an AI player.
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and images from the untrimmed source tilesets and images.
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image) from some other (presumably non-trimmed) tileset.
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configuration as another and one for computing a rectangle that bounds all
non-transparent pixels in an image.
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component in MediaPanel as well as VirtualMediaPanel.
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various and sundry optimizations in the process. We love the spiral
development.
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to handle scrolling in a much cleaner and happier way. There's now a
VirtualMediaPanel which operates in virtual coordinates and can be made to
"view" any location in those virtual coordinates. By changing the view,
the view can be scrolled and the view can be made to center on a pathable
(generally a sprite) which will cause it to scroll around as the pathable
moves around in the virtual coordinate space.
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of rectangle objects. Thus rendering hundreds of tiles each frame has an
"undesirable" impact on garbage collection. I think Walter and I were
seeing something like 400k per second of garbage. So we're back to
extracting a subimage, which we're pretty sure doesn't copy the image
data, but simply draws the cropped image data directly from the original
rasters without creating shitloads of garbage.
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but the caller asks for zero bytes. In such cases we are to return zero
rather than -1 (which would indicate EOF).
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but after each movement it updates the sprite that it's moving to tell
it the latest tile coordinates.
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beamed-in NPP problem- they were updating their location on the server
before the element added event was even distributed to the clients.
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