Clearing a base tile sets it to a random tile from the default tileset.
setBaseTiles() now takes a tileset and fills the rectangular area with
random tiles from that set.
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- removed tabs
- explicitly specify imports
- I made each comment a complete and punctuated sentance.
- other minor convention changes
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have coordinates outside of the normal scene coordinates.
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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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with a single object that has no action string gets parsed as a scene with
zero action strings instead of a scene with a single empty action string.
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the scene. This will eventually be interpreted by the scene rendering code
to allow objects to be clickable.
Also rewrote scene serialization code using new Java buffer services which
are much more efficient at reading and writing arrays of integers.
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without a tile manager, which can be provided later, at which point all of
the tiles will be resolved. Also made it possible to replace the model in
a partially constructed scene. How's that for a turn of phrase: partially
constructed scene. Wheee!
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other model classes; was passing tile coordinates backwards to tile layer
objects.
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Here's the policy:
Every top-level package has a tools package under which all subpackages
exist with their tools additions. For example:
com.threerings.media.tile.TileSet
com.threerings.media.tools.tile.XMLTileSetRuleSet
com.threerings.miso.scene.MisoScene
com.threerings.miso.tools.scene.EditableMisoScene
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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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Refactored TileSet into TileSet, UniformTileSet, SwissArmyTileSet and
ObjectTileSet.
Removed dependence on the "root" system property from the
XMLSceneRepository (things either pass in full paths now or input streams
fetched via the resource manager).
Removed MisoUtil.createImageManager() because everyone does that by hand
now (which is good because some non-Miso things were using MisoUtil for
that).
I think that's it, but if there was something else, don't blame me. Blame
the monkeys.
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entrance." The default entrance is specially highlighted in the scene
and can be read from and written to XML scene description files.
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tiles will be re-generated when the object footprint is stamped on
scene un-serialization.
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that have no specified layer. Made the scene editor gracefully handle
the case where there are no valid tile sets for use with the selected
scene layer.
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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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Made TileSet an interface. Throw exceptions for unknown tile or tile
set requests. General clean-up and documentation.
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combined in a game that wishes to use both of them, but MISO no longer
extends Whirled's Scene interfaces.
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Standardized config key member data names to match those used in the
cocktail code.
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and report errors when attempting to bind entrance portal.
Sanity-check portals in all scenes in the group after bindings are
resolved and report warnings for any still-unbound portals.
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we're eliminating the concept entirely from the MISO runtime stuff and
having the editor and viewer just talk directly to the XML file scene
repository.
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