longer provide access to their underlying image (they actually still do,
but not in the normal course of affairs). This will allow us to use
"trimmed" tiles which are trimmed to the smallest rectangle that contains
the non-transparent pixels in a tile image, which will shrink up our
components and other tiles a great deal.
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actions unless we're actually loaded into the editor and turned into a
real editable scene.
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the expensive polygon/rectangle intersection test (since we're doing 400
of these every frame).
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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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between two screen coordinates. The screen coordinates are "projected"
into isometric space and the vector between them is calculated (except we
don't actually do the projection because we can tell just by looking at
the points what the projected orientation will be).
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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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If fringing an entire scene, you must pass in a randomization seed.
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Quoth the java.awt.Polygon documentation:
The first and final pairs of (x, y) points are joined by a line
segment that closes the polygon.
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since the autofringer can create any fringe now anyway.
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try decomposing the bits into contiguous regions and see if we
can't get fringe indexes for those regions.
This makes everything always fringes everywhere.
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ImageUtil.composeMaskedImage() to create the masked fringe images.
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load the fringe configuration from a standard place in the classpath.
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auto fringer; miso tileset repository does same and provides access to
fringe configuration.
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FringeConfiguration- the parser now just reports the error but doesn't
know exactly what it did wrong.
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specification file and turn it into a serializable object.
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of the bottom of its footprint. This allows objects to spill out beyond
their footprint (and not get clipped) as long as they are otherwise well
behaved.
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to the shape of the bottom of the object footprint; renamed the old method
and left it around in case we want to use it later.
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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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directional constant usage. Added ability to render sprites in two
distinct layers.
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