local member names to reflect their actual functionality, flipped the sign
of the origin offset so that it's an offset rather than a negative offset.
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exactly big enough to accomodate all of their trimmed components and no
bigger.
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use the FrameManager and MediaPanel for displaying sprites since we're not
doing things properly anyway (properly meaning using a sprite manager and
all the associated business).
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and images from the untrimmed source tilesets and images.
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allow setting this externally in the near future, but we'll iron that out
later when we get around to scrutinizing all of the caching business more
closely.
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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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"remember" which orientation it should be doing was not working out
because multiple sprites can share the same action frames and they would
step on one anothers' toes.
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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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around arrays of multi-frame images but instead pass around one object
that knows how to render any action frame in any orientation. This
apparently fixed some horrible bug that we had introduced in doing JITC
and now the whole thing is super fast, just like I always thought it would
be. Once we introduce trimmed images, it will blaze!
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fast as I'd have hoped, but I'm optimistic that the image compression
business that Walter and I are embarking upon will solve that handily.
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without having to override init() and pointlessly import and pass through
the CharacterDescriptor and CharacterManager.
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fucking serialization crapping out when the class was recompiled and its
panties got into a bunch.
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directional constant usage. Added ability to render sprites in two
distinct layers.
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that we can specialize the character sprite to choose a resting action at
random.
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have class names with slashes in them (for better heirarchicalization,
like male/torso).
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component name, which is handy when you don't want to do compositing, but
just want to load single "component" characters.
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because they won't always be standing and walking.
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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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