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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the notion of velocity and they can expose that interface to whomever
creates them. We don't need to set the velocity in the abstract.
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that is generated by cutting up a small image into nine sections and using
each appropriately to create the expanded background.
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internal images and doesn't necessarily need to decode them into multiple
images or even have actual images at all. This cleans things up and paves
the way for our "trimmed" image support which is forthcoming.
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animations currently operating therein. (It doesn't pause scrolling which
I suppose I'll have to fix at some point if we ever need it.)
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paths one node at a time and add their desired orientation to the nodes.
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sprite was following a path is going to scroll; fixed bug in
getDirection(); added setDuration() which computes the path velocity based
on the time that the sprite should spend following the path.
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animation images. Created and made use of basic single- and
multi-image implementations of the MultiFrameImage interface.
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