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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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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