to be dispatched after tick() has been called on all sprites.
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the old path is replaced, it will go away quietly and cleanly.
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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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image to render in the upper left of where we want it.
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Pulled out gobs of SpriteManager/AnimationManager functionality into
AbstractMediaManager.
The big change: sprites can have their render order fine-tuned like
animations.
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because they'll be used for both sprites and animations.
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constructed. The reason being that derived classes want to override things
like updateRenderOrigin() which should be called every time the sprite's
location is set, but if we do it in the base class constructor, a derived
class's updateRenderOrigin() will be called before the derived class's
constructor has been called. This is not good. Neither was the existing
code which simply half-assed a location change by updating the sprite's
origin position but not calling updateRenderOrigin(), leaving things
generally confuzzled.
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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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when we actually want to use the collision support.
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the render origin to be other than (_x, _y) it can update (_rxoff, _ryoff)
when it is appropriate to do so, but we don't really need an overridden
method to do that.
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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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follow a path (specifically, I want to allow the media panel to be
"scrolled" along a path).
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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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the sprite to contain more than just the image. I didn't go all the way
though because I started looking at the stuff to handle render origin and
render offset and couldn't bring myself to add another offset into the mix
so it'll have to wait until I can give it some more serious thought and
perhaps simplify what we've got.
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view or remain fixed relative to the scrolling view (the default and also
the old behavior).
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directional constant usage. Added ability to render sprites in two
distinct layers.
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panel; restructured things so everyone deals with "view" coordinates
rather than screen coordinates and the animated panel takes care of doing
the final translation before rendering.
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