follow a path (specifically, I want to allow the media panel to be
"scrolled" along a path).
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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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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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- 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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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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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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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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(useful in the editor to see what's traversable and what's not).
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"cover" a tile with an object tile. While a tile is covered, it is
impassable. This allows us to have base tiles under object tile footprints
that are rendered, but not traversable by character sprites.
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track of the front-most object that the mouse is over.
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object tile) over which the mouse is hovering. The iso scene view will
also support highlighting the object tile over which the mouse is hovering
as well as base tile highlighting to make the editor's life easier.
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rendering optimizations available in JDK 1.4. Use a BufferStrategy, and
changed AnimatedPanel to extend Canvas rather than JPanel.
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the base tiles have been painted, but before anything else. This allows us
to paint things that appear to be on the ground (like locations).
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scene that may partition two items, and to address the lack of a proper
total ordering of dirty items in the non-partitioned comparison case.
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things compile and most things run so this is a good time to checkpoint.
Let me recall:
- Refactored the whole scene deal.
- Revamped the XML parser stuff (now uses Digester).
- Rethought the tile management.
- Started tile bundle stuff.
- Wrote some tests.
- Did a bit of Mike-ification.
Onward and moreward.
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preparation for character component compositing and other
character-related antics.
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entrance." The default entrance is specially highlighted in the scene
and can be read from and written to XML scene description files.
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into a single rectangle, since doing so may cause new areas to be
dirtied that impact portions of other sprites or objects that won't
get properly redrawn. Sigh.
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rectangle propagation and to only render the dirty portions of dirty
objects and sprites.
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