source point will be the position of the pathable at initialization time.
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- All images are loaded through the image manager
- Architected to allow the use of prepared or unprepared images (and
volatile images when the day comes that they support alpha)
- Tunable caches for images and tiles
- Resource manager caches unpacked resources on the filesystem
- Various and sundry other cleanups
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our call to Path.init() we don't freak out. Also made a note that paths
will be ticked after being init()ed because that's the way it works.
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pathable some number of ticks offset from the "natural" orientation which
would be in the direction it is traveling along the arc.
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now (which uses System.currentTimeMillis() at the moment but eventually
won't).
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the default 1x1 transparent image we're given if the image manager failed
to load an image successfully.)
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being rendered when drawing the right edge of the image.
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because they'll be used for both sprites and animations.
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ellipse. I didn't end up using it in the ArcPath, but it will surely come
in handy eventually.
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to handle scrolling in a much cleaner and happier way. There's now a
VirtualMediaPanel which operates in virtual coordinates and can be made to
"view" any location in those virtual coordinates. By changing the view,
the view can be scrolled and the view can be made to center on a pathable
(generally a sprite) which will cause it to scroll around as the pathable
moves around in the virtual coordinate space.
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(useful when the path is actually operating in virtual coordinates which
are mapped to scrolled view coordinates by the pathable).
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simple line path calculations that don't suffer from the accumulated
rounding errors that our previous method did.
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directions, otherwise movement in one direction will unnecessarily reset
the "move stamp" for the other direction in which we didn't actually move.
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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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same math that the scrolling code does to scroll in a straight line.
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