images. The PNG loader seems to be kind enough to throw fucking runtime
exceptions when it encounters file format problems instead of throwing
IOException or some other declared exception.
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the expensive polygon/rectangle intersection test (since we're doing 400
of these every frame).
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work because we're not painting everything on every frame, but left the
commented out alternative rendering code in there in case we want to
fiddle with it at a later date (or provide support for buffer strategies
for applications that do want to paint everything).
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repainting, not necessarily the original component we're repainting.
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list of objects, they can overlap (I think that objects added to a scene
later will be rendered before objects added earlier which ends up feeling
natural in the editor); no longer are objects ignored when their footprint
lies outside the scene bounds.
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created a couple of test scenes using said test tiles so that we can run
the viewer.
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session so that fake sessions can effect their own locking.
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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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Made AI ticking only happen while the game is IN_PLAY.
Added forgotten comment.
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and we want to prevent them from being added twice.
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- Set game state to CANCELLED if it wasn't yet GAME_OVER when shutting down
the game.
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ones that know that such an action is safe and we don't want stray client
objects lying around cluttering things up.
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AWAITING_PLAYERS, CANCELLED, etc. are properly addressed by those that
check in on these sorts of things.
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it holds and we can now create custom occupant info classes depending on
the body that is entering the place.
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throws ServiceFailedException. The response for a service request named
<foo> would be <foo>Failed. The response has a single argument which is
the reason string provided by the ServiceFailedException. We were doing
this by hand all over the place, and now it will be handled automatically.
Yay!
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docs/api so that they're not blown away next time someone does an ant
clean.
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without having to override init() and pointlessly import and pass through
the CharacterDescriptor and CharacterManager.
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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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