when all players have arrived in the game room into a method that can be
overridden.
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delegates; added isGameOver() to standardize the way that the delegates
determine that the game is over (isGameOver() may need to be customized by
the games, so we want the delegates to use the game's custom code when
appropriate).
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methods for starting and stopping the animation manager associated with an
animated panel.
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classes is only going to become more common, I've gone and created a
comprehensive facility for creating and using delegates in the place
controller and manager as well as the game controller and manager. With
the pattern nicely set, it is also easy to extend to controller/managers
further up the hierarchy that might need to delegate special methods of
their own. Whee!
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anything. The clip is already properly set before render() is called.
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than the IsoSceneView wants to be. Presently we simply center the scene
view, but we'll later be adding the ability to set a rectangle on which to
focus the scene view when shrunk so that the user can always see their own
character.
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the bastard Java technique of delegates and interfaces. I feel like I'm
doing OOP with one hand tied behind my back.
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easier to spell PolyStreamableList. Use ListUtil and String arrays rather
than hashtables to track classname to class id mappings.
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user has the need to store objects of varying types in a single list
(e.g., different sub-classes of a base class that is itself streamable)
that will itself be sent over the wire.
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character manager know that certain action sequences for a character
descriptor will be needed in the near future.
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game ready notification and for taking charge of the process of entering
the game room.
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that are dispatched over the network at once and processed all at once.
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except that it extracts the translation string key and arguments from a
compound key which is a tab-separated list of strings.
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bit of fiddling to accomplish some things that used to be done by hand.)
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checked in their generated counterparts (which we want available for
javadoc-type stuff and so that we don't have to see CVS claim no knowledge
of them for the rest of time).
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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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zone entry request and for it to be notified when a zone entry is
completed. (So that it can do any processing that it might care to do.)
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(useful in the editor to see what's traversable and what's not).
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"cover" a tile with an object tile. While a tile is covered, it is
impassable. This allows us to have base tiles under object tile footprints
that are rendered, but not traversable by character sprites.
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interface so that we can replace the server with a more sophisticated one
when running the simulator.
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