anything, but it was required to make sprites walk off/on-screen.
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follow a path (specifically, I want to allow the media panel to be
"scrolled" along a path).
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It no longer stores base tiles that are not visable in the view,
in fact it stores the base tiles in an array almost half the size as the
fully expanded scene array, and this new smaller array is used everywhere:
when saving the scene, serializing it to the user, or saving it in
the database.
We must now use the getBaseTile() and setBaseTile() methods to access the
base tiles because they are stored in this compressed format.
Also removed the fringe layer completely from the MisoSceneModel.
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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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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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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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panel; restructured things so everyone deals with "view" coordinates
rather than screen coordinates and the animated panel takes care of doing
the final translation before rendering.
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sprites to the screen which takes care of assigning their tile
coordinates.
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scrolling so that it can do so with the actual dimensions of the panel
(the scene view only knows how big its model wants to be). Changed
scrollView to viewWillScroll to more accurately reflect what's going on.
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highlighting objects and the object's action status is in line with
whether or not we're only highlighting objects with actions. Also changed
some things to support the new, simpler, AnimatedView interface.
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a scene view model rather than a config object from which it would create
a model.
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the view is scrolled, like object tiles, mouse coordinate computation and
pretty much anything other than rendering a scrolling background under
some sprites. Someday we'll probably want to sort out all that other
business, but not under current monthstone circumstances.
Note: the scrolling still feels a bit choppy (even under Windows) which is
annoying, but I'm doing everything by the book and have spent too much
time fine tuning it already, so we'll have to come back to this later if
we're not happy with the visuals.
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model where it resides happily with existing toggles for showing
coordinates and sprite paths; did some other cosmetic cleanup.
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can implement "virtual" scenes which return tiles infinitely in all
directions in anticipation of supporting scrolling.
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external entity instruct us to do so. We always want them and they're not
that expensive to calculate.
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that a list of object metric records is used rather than a hashtable
mapping tile coords to object tile bounding polygons because we were never
doing a hash lookup, only iterating over the whole table.
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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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