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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gather dirty sprites and objects and render after base and fringe tile
layers. Add shadow tiles in the footprint of objects to make them
impassable.
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coordinates when editing a scene are valid before forging ahead with
scene modifications.
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Made TileSet an interface. Throw exceptions for unknown tile or tile
set requests. General clean-up and documentation.
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Modified sprite and path code to make use of these timestamps to determine
a sprite's progress along the path. Abstracted the path stuff so that
paths other than line segment paths can be cleanly implemented.
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dirty rectangles, an animated view has to expand the dirty region, it can
call back to the sprite manager to determine whether this new, expanded
dirty region includes sprites that weren't previously considered to be
dirty. If so, those sprites' rendered bounds are added to the dirty
rectangle list being processed so that they will be properly redrawn
(which may trigger more sprites to be included and so on).
Also modified sprite internals in a cleany uppy sort of way.
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members protected and provided accessors. Added toString() to Path.
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interface. Initial version of AStarPathUtil and hooked it in to
SceneView.getPath(). Not yet tested.
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and sprite stuff by added some interfaces in the sprite stuff and
implementing them with the miso stuff.
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Location objects and needn't muck about with full coordinates.
Beginning work on exit placement.
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actual animation so that animating components can call
AnimationManager.start() when they know they're fully laid out and
ready to be regularly re-painted. Return desired dimensions based on
requested scene bounds in SceneViewPanel.
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