because they won't always be standing and walking.
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sprites to the screen which takes care of assigning their tile
coordinates.
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that scrolled views are copied to the display in their entirety instead of
just updating the dirtied regions (because we can't scroll the visible
screen buffer and then paint on top of it because the user will see things
in an intermediate stage).
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on which its sprites are rendered was scrolled so that it can generate the
appropriate dirty rectangles or update its sprite's positions.
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we're using it to render sprites into a view that is being displayed in a
viewport that is smaller than the actual size of the view. Oh the
jockeying.
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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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instead of using a buffer strategy. This will shortly be extended to
support more efficient scrolling as well.
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a scene view model rather than a config object from which it would create
a model.
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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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paintImmediately() so that it can figure out if it's being painted solely
to facilitate scrolling or because there are dirty regions.
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attempts to tune its refresh interval to one that allows the animated view
to scroll in even pixel counts each time through the render loop.
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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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external entity instruct us to do so. We always want them and they're not
that expensive to calculate.
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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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code doesn't have to do something like that itself to prevent code from
being inadvertently executed after the game has been ended.
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when all players have arrived in the game room into a method that can be
overridden.
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delegates; added isGameOver() to standardize the way that the delegates
determine that the game is over (isGameOver() may need to be customized by
the games, so we want the delegates to use the game's custom code when
appropriate).
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methods for starting and stopping the animation manager associated with an
animated panel.
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classes is only going to become more common, I've gone and created a
comprehensive facility for creating and using delegates in the place
controller and manager as well as the game controller and manager. With
the pattern nicely set, it is also easy to extend to controller/managers
further up the hierarchy that might need to delegate special methods of
their own. Whee!
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anything. The clip is already properly set before render() is called.
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than the IsoSceneView wants to be. Presently we simply center the scene
view, but we'll later be adding the ability to set a rectangle on which to
focus the scene view when shrunk so that the user can always see their own
character.
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the bastard Java technique of delegates and interfaces. I feel like I'm
doing OOP with one hand tied behind my back.
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easier to spell PolyStreamableList. Use ListUtil and String arrays rather
than hashtables to track classname to class id mappings.
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