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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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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object tiles. If no dimensions are specified for an object, it
defaults to 1x1 unit tile units. The media package supports
specification of tilesets as object tile sets via the "layer"
attribute.
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will now obtain tile set information directly from the tile sets.
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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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from the tileset manager successfully. Cleaned up comments.
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rather than codes to indicate different types of events. Also modified
name of sprite observer callback as spriteChanged() implies that the
sprite actually changed which it may not have, whereas handleEvent()
doesn't imply anything other than the sprite observer is being asked to
deal with a sprite event.
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Modified sprite and path code to make use of these timestamps to determine
a sprite's progress along the path. Abstracted the path stuff so that
paths other than line segment paths can be cleanly implemented.
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that observers can do things like remove sprites without unhappy
side-effects.
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associated with the animated view's component so that the refresh
interval can be registered and unregistered based on component
visibility.
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dirty rectangles, an animated view has to expand the dirty region, it can
call back to the sprite manager to determine whether this new, expanded
dirty region includes sprites that weren't previously considered to be
dirty. If so, those sprites' rendered bounds are added to the dirty
rectangle list being processed so that they will be properly redrawn
(which may trigger more sprites to be included and so on).
Also modified sprite internals in a cleany uppy sort of way.
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members protected and provided accessors. Added toString() to Path.
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animated view, but to combine those so that the animated view provides the
necessary means by which to invalidate and paint. Now the SceneViewPanel
rather than the SceneView is what the animation manager talks to. It then
passes the necessary information on to the SceneView.
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but to have it set by the sprite manager when it is requested to manage
them.
Modified sprite manager to invalidate the view when sprites are added and
removed.
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interface. Initial version of AStarPathUtil and hooked it in to
SceneView.getPath(). Not yet tested.
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and sprite stuff by added some interfaces in the sprite stuff and
implementing them with the miso stuff.
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character data is read since character data may come in chunks.
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actual animation so that animating components can call
AnimationManager.start() when they know they're fully laid out and
ready to be regularly re-painted. Return desired dimensions based on
requested scene bounds in SceneViewPanel.
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