may well have a -1 origin offset. We use Integer.MIN_VALUE now which is
definitely not going to be a valid value.
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various and sundry optimizations in the process. We love the spiral
development.
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but after each movement it updates the sprite that it's moving to tell
it the latest tile coordinates.
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- invalid coordinates are traversable.
- check to see if an out-of-bounds node is requested and gracefully create it.
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anything, but it was required to make sprites walk off/on-screen.
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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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It no longer stores base tiles that are not visable in the view,
in fact it stores the base tiles in an array almost half the size as the
fully expanded scene array, and this new smaller array is used everywhere:
when saving the scene, serializing it to the user, or saving it in
the database.
We must now use the getBaseTile() and setBaseTile() methods to access the
base tiles because they are stored in this compressed format.
Also removed the fringe layer completely from the MisoSceneModel.
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the expensive polygon/rectangle intersection test (since we're doing 400
of these every frame).
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list of objects, they can overlap (I think that objects added to a scene
later will be rendered before objects added earlier which ends up feeling
natural in the editor); no longer are objects ignored when their footprint
lies outside the scene bounds.
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between two screen coordinates. The screen coordinates are "projected"
into isometric space and the vector between them is calculated (except we
don't actually do the projection because we can tell just by looking at
the points what the projected orientation will be).
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Quoth the java.awt.Polygon documentation:
The first and final pairs of (x, y) points are joined by a line
segment that closes the polygon.
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of the bottom of its footprint. This allows objects to spill out beyond
their footprint (and not get clipped) as long as they are otherwise well
behaved.
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to the shape of the bottom of the object footprint; renamed the old method
and left it around in case we want to use it later.
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- removed tabs
- explicitly specify imports
- I made each comment a complete and punctuated sentance.
- other minor convention changes
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have coordinates outside of the normal scene coordinates.
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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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sprites to the screen which takes care of assigning their tile
coordinates.
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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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