"hit" by a particular pixel as determined by Sprite.hitTest().
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bounding box and then checks to see that the pixel in question is occupied
by a non-transparent pixel in the sprite's image.
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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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can't attempt to move a sprite along a path that isn't fully prepared.
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double-buffering. Don't paint the panel if it's not yet been laid out.
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we're showing (the animated panel doesn't choke any more if it's asked to
render when not showing). Also leave the animation manager running until
it is explicitly shut down.
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preparation for character component compositing and other
character-related antics.
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that they can assign a new path to the sprite should they choose to do
so.
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that we can join multiple dirty rectangles for an item into a single
larger item but still rely on the dirty item to know how to paint
itself.
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rectangle propagation and to only render the dirty portions of dirty
objects and sprites.
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latter have a bounds associated with them. Dirty items can now paint
themselves to simplify scene-specific code.
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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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rather than codes to indicate different types of events. Also modified
name of sprite observer callback as spriteChanged() implies that the
sprite actually changed which it may not have, whereas handleEvent()
doesn't imply anything other than the sprite observer is being asked to
deal with a sprite event.
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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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that observers can do things like remove sprites without unhappy
side-effects.
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associated with the animated view's component so that the refresh
interval can be registered and unregistered based on component
visibility.
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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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animated view, but to combine those so that the animated view provides the
necessary means by which to invalidate and paint. Now the SceneViewPanel
rather than the SceneView is what the animation manager talks to. It then
passes the necessary information on to the SceneView.
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but to have it set by the sprite manager when it is requested to manage
them.
Modified sprite manager to invalidate the view when sprites are added and
removed.
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