Commit Graph

  • d026daa466 Not to choke if we can't resolve a resource bundle. Michael Bayne 2002-04-30 17:45:27 +00:00
  • 4ec673e6c2 Localized chat! Server entities may now fake speak and tell messages that are translated by the client upon receipt. We love to translate. Michael Bayne 2002-04-30 17:27:30 +00:00
  • 530a348890 Added tileImageDown(). Michael Bayne 2002-04-30 02:14:13 +00:00
  • 0fe4f660a5 Let any object receive success/failure responses for a traversePortal request. Ray Greenwell 2002-04-29 21:03:00 +00:00
  • 6ecc381180 Added tileImageAcross(). Michael Bayne 2002-04-29 01:12:54 +00:00
  • dc5d23e3e4 Don't foolishly blow away a perfectly good set of object tile ids and actions unless we're actually loaded into the editor and turned into a real editable scene. Michael Bayne 2002-04-28 03:14:15 +00:00
  • d107dd790f If we have no clip, we need to repaint our whole bounds. Michael Bayne 2002-04-28 02:50:32 +00:00
  • b602cb4fce Modified frame manager to do the right thing in terms of repainting everything if we lose our volatile offscreen buffer image. Michael Bayne 2002-04-28 02:49:32 +00:00
  • f79d048084 Create the lists and tables at construct time in case we never load up a scene and are asked to look at that stuff. Michael Bayne 2002-04-28 01:37:02 +00:00
  • 7af3e3afdc Was preferring lowest not highest. Michael Bayne 2002-04-28 01:30:10 +00:00
  • 872e10f11d Catch IllegalArgumentException if it's thrown while we're loading our images. The PNG loader seems to be kind enough to throw fucking runtime exceptions when it encounters file format problems instead of throwing IOException or some other declared exception. Michael Bayne 2002-04-28 01:19:11 +00:00
  • fad747e69e Updates to reflect changes to DisplayMisoScene. Michael Bayne 2002-04-27 23:07:58 +00:00
  • 4d62053e4d Check for tile intersection using the polygon's bounds rather than doing the expensive polygon/rectangle intersection test (since we're doing 400 of these every frame). Michael Bayne 2002-04-27 23:07:41 +00:00
  • b68d34e4e8 Use the width and height that we so handily obtained earlier. Michael Bayne 2002-04-27 22:40:09 +00:00
  • 46b6defc06 Removed some debug logging; tried the buffer strategy approach which won't work because we're not painting everything on every frame, but left the commented out alternative rendering code in there in case we want to fiddle with it at a later date (or provide support for buffer strategies for applications that do want to paint everything). Michael Bayne 2002-04-27 22:39:45 +00:00
  • 116ce388ca Need to translate to the coordinates of the opaque parent we're repainting, not necessarily the original component we're repainting. Michael Bayne 2002-04-27 19:12:00 +00:00
  • b9af18d10e We need to paint the first opaque parent of a dirty component rather than the dirty component directly. Michael Bayne 2002-04-27 18:59:55 +00:00
  • 6a7fd11321 Try filling the offscreen buffer with a solid color after we create it to avoid painting garbage to the screen. Michael Bayne 2002-04-27 18:59:27 +00:00
  • 938445071e Removed the last vestiges of the object "layer". Scenes now simply have a 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. Michael Bayne 2002-04-27 18:41:14 +00:00
  • f3131f994a Fixed up the test tiles (got rid of the last of Dave's old tiles) and created a couple of test scenes using said test tiles so that we can run the viewer. Michael Bayne 2002-04-27 05:16:01 +00:00
  • 206fe37de9 Shrink the frame size to test rendering with a viewport smaller than the view. Michael Bayne 2002-04-27 05:15:17 +00:00
  • ba6e88b2a0 Identify water tileset correctly; actually center test sprite in screen; switch scrolling directions more rapidly. Michael Bayne 2002-04-27 04:57:37 +00:00
  • 3fa39d06ff Fixed up borked translated dirty region handling. Michael Bayne 2002-04-27 04:57:05 +00:00
  • a2c59dd2a5 Added a menu bar to test overlapping widgets. Michael Bayne 2002-04-27 02:34:29 +00:00
  • 3713cf1034 More repaint manager fixes. We're now behaving even more closely like Swing would behave. Michael Bayne 2002-04-27 02:33:14 +00:00
  • 52790799d2 Name changes; comment fix. Michael Bayne 2002-04-26 02:34:11 +00:00
  • e3fafb5b8c Exposed the mechanism for locking down client objects during a client session so that fake sessions can effect their own locking. Michael Bayne 2002-04-26 02:32:27 +00:00
  • 57a937839d Allow any object to be used as the response target for a moveTo request. Ray Greenwell 2002-04-26 00:07:05 +00:00
  • 23d170c83e Added support for pausing a media panel which pauses all sprites and 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.) Michael Bayne 2002-04-25 16:23:31 +00:00
  • 1ba123de96 Need to restrict the clipping rectangle not replace it. Michael Bayne 2002-04-23 03:11:17 +00:00
  • 6549a27189 Need to avoid counting a components offset twice. Michael Bayne 2002-04-23 03:10:59 +00:00
  • 47c94068ec Need to restrict the clipping rectangle, not replace it. Michael Bayne 2002-04-23 03:10:39 +00:00
  • 1ce70d6c5a Changes to jive with new rendering deal. Michael Bayne 2002-04-23 01:19:04 +00:00
  • 0bde11ee81 Major low-level rendering rethink. Michael Bayne 2002-04-23 01:18:17 +00:00
  • cc6a9d00ef Major low-level rendering rethink. There will be much follow-on cleanup. Michael Bayne 2002-04-23 01:16:28 +00:00
  • 849eaec47b gameDidEnd will now be called even if the game is cancelled. Made AI ticking only happen while the game is IN_PLAY. Added forgotten comment. Ray Greenwell 2002-04-19 21:40:38 +00:00
  • 575c276c9a hold gamemanagers in a set instead of a list since their order doesn't matter and we want to prevent them from being added twice. Ray Greenwell 2002-04-19 21:33:21 +00:00
  • 4b0b462c3a Tick for each AI, pass the tick to the delegates. Ray Greenwell 2002-04-19 21:16:42 +00:00
  • 48ad174dd7 initial revision. Ray Greenwell 2002-04-19 18:33:32 +00:00
  • e73350838f - Moved AI handling framework here from PuzzleManager. - Set game state to CANCELLED if it wasn't yet GAME_OVER when shutting down the game. Ray Greenwell 2002-04-19 18:33:10 +00:00
  • 6a908b86c6 Added a utility class that encapsulates our display mode jockeying. Michael Bayne 2002-04-19 00:38:44 +00:00
  • b4d50d0843 Fixed bug where last render time was being used where last scroll time was needed. Michael Bayne 2002-04-18 22:38:24 +00:00
  • 2b6a4a1a5a Destroy the client object if we decide to unmap it because we're the only ones that know that such an action is safe and we don't want stray client objects lying around cluttering things up. Michael Bayne 2002-04-18 22:37:08 +00:00
  • d635c003e2 Added getClient(). Michael Bayne 2002-04-18 20:46:43 +00:00
  • 988223cc3e Consider the game to be over when its state isn't IN_PLAY, so that AWAITING_PLAYERS, CANCELLED, etc. are properly addressed by those that check in on these sorts of things. Walter Korman 2002-04-18 16:57:29 +00:00
  • c47ba0dc66 Sanity-check the destination scene id for moveTo() requests. Walter Korman 2002-04-18 14:08:47 +00:00
  • 4fc5f574d8 Added facility for enumerating the body objects for all active users on the server. Walter Korman 2002-04-18 00:44:50 +00:00
  • 76843dab59 Report the contents of the set when we try to update an element that's not in it. Michael Bayne 2002-04-18 00:31:26 +00:00
  • ef62581f7a Need a field marshaller for Integer fields. Michael Bayne 2002-04-17 22:45:32 +00:00
  • 3e4540958a Made occupant info into a simple streamable object because it was screaming out for it. Michael Bayne 2002-04-17 22:19:40 +00:00
  • 47a5ad9fb7 We no longer need to set up our occupantInfo set with the type of object it holds and we can now create custom occupant info classes depending on the body that is entering the place. Michael Bayne 2002-04-17 22:02:08 +00:00
  • 51c7f6b527 Removed a bunch of code to generate failure responses as it's now handled automagically! Michael Bayne 2002-04-17 18:26:30 +00:00
  • 496732db3a Automatically generate a failure response if an invocation provider method throws ServiceFailedException. The response for a service request named <foo> would be <foo>Failed. The response has a single argument which is the reason string provided by the ServiceFailedException. We were doing this by hand all over the place, and now it will be handled automatically. Yay! Michael Bayne 2002-04-17 18:20:04 +00:00
  • a11bff9cf8 Allow objects such as a NPPirate to receive the results of a changeLoc Ray Greenwell 2002-04-17 17:07:13 +00:00
  • 4054c0beea Added "savedoc" target which builds the javadocs and stuffs them into docs/api so that they're not blown away next time someone does an ant clean. Michael Bayne 2002-04-17 16:08:37 +00:00
  • 4c59b73cdf Added didInit() so that derived classes can do post-initialization stuff without having to override init() and pointlessly import and pass through the CharacterDescriptor and CharacterManager. Michael Bayne 2002-04-17 15:53:49 +00:00
  • 42dc17a474 Started refactoring code to allow derived classes to expand the bounds of 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. Michael Bayne 2002-04-17 15:52:49 +00:00
  • 4047bbbf18 Whoops. Missing an import. Michael Bayne 2002-04-17 00:20:56 +00:00
  • e4185bd7a1 Added getModel(). Michael Bayne 2002-04-17 00:16:34 +00:00
  • 6df0ef6172 We need to do some fiddling when the invocation director is used on the server by entities that are vaguely impersonating a client. Specifically they need to fill in the event's source oid because their events are not going through the client networking layer which takes care of filling that in for real clients. Michael Bayne 2002-04-16 21:37:23 +00:00
  • c0a265d284 Removed debug logging. Michael Bayne 2002-04-16 20:38:24 +00:00
  • 1e5c1bcfe7 Only update the sprite's orientation if we have a valid one. Michael Bayne 2002-04-16 18:24:43 +00:00
  • fb74c17fd7 Modified moveTo() so that other entities than the ZoneDirector can call it and receive the callback (like the NPPirate). Michael Bayne 2002-04-16 17:36:17 +00:00
  • 8d41371457 Added getProjectedIsoDirection() for obtaining the isometric direction 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). Michael Bayne 2002-04-16 17:20:09 +00:00
  • 935276fb5d Made addNode() public so that external entites can create line segment paths one node at a time and add their desired orientation to the nodes. Michael Bayne 2002-04-16 17:00:33 +00:00
  • f458a84d9e Translation needs to go the other way. Michael Bayne 2002-04-16 02:29:05 +00:00
  • 18475fd820 Added removeSprite() to go with addSprite(). Michael Bayne 2002-04-15 23:10:40 +00:00
  • a814589499 Get the sprites involved in scrolling; they now either scroll with the view or remain fixed relative to the scrolling view (the default and also the old behavior). Michael Bayne 2002-04-15 23:10:24 +00:00
  • 834d9099d6 Added viewWillScroll() for letting a path know that the view in which its sprite was following a path is going to scroll; fixed bug in getDirection(); added setDuration() which computes the path velocity based on the time that the sprite should spend following the path. Michael Bayne 2002-04-15 23:09:10 +00:00
  • 1678b84227 Sanity check our orientation in setOrientation() and complain sensically if it's bogus (rather than NPEing). Michael Bayne 2002-04-15 23:07:14 +00:00
  • ccdacd96d5 Add additional method for getting a character using a special character sprite derived class. Michael Bayne 2002-04-15 23:06:49 +00:00
  • f687571d0f How did this get away with having the old path for the .dat file? Ray Greenwell 2002-04-15 21:30:56 +00:00
  • 06f8a68b56 Moved RandomUtil from media.util to util. Michael Bayne 2002-04-15 18:18:20 +00:00
  • 85cdabbbee Added some imports that were needed for javadoc comment resolution that became necesssary when *Codes were moved out of .client and into .data. Michael Bayne 2002-04-15 18:06:20 +00:00
  • 9235848ce6 Javadoc fix. Michael Bayne 2002-04-15 18:05:30 +00:00
  • 6f2dd62941 New scrolling interface; fixed up tile ids (whee!). Michael Bayne 2002-04-15 17:47:05 +00:00
  • a88799d4a1 Scroll fiddling! We no longer set a desired x and y velocity directly, instead we say that we want to scroll by a certain amount in a certain amount of time. This allows the animated panel (who knows about this stuff) to figure out when to stop scrolling without overshooting by a pixel or two. Michael Bayne 2002-04-15 17:46:41 +00:00
  • 11251fef90 Formatting. Michael Bayne 2002-04-15 17:45:24 +00:00
  • c078f34cef Code and documentation reparations, per Mr. Greenwell. Michael Bayne 2002-04-15 17:13:38 +00:00
  • db5f42d9b1 assert() -> assertTrue() to reflect new Java reserved word. Walter Korman 2002-04-15 16:34:36 +00:00
  • a97e9db978 Moved remaining client.*Codes classes into their respective data packages as they are intended to represent codes shared between the client and the server. Made correspondingly necessary changes throughout. Walter Korman 2002-04-15 16:28:05 +00:00
  • f6fedf5bdf Renamed OccupantManager to OccupantDirector. Walter Korman 2002-04-15 14:38:46 +00:00
  • a6646a939a Fixed javadoc typo. Walter Korman 2002-04-15 14:35:31 +00:00
  • 0e23a600b2 Clear out the game over flag when the game starts (or resets). Michael Bayne 2002-04-14 02:33:16 +00:00
  • 66f3eac2db Modified the ant wrapper scripts to handle being passed -D arguments more cleanly. Michael Bayne 2002-04-14 01:32:21 +00:00
  • fd87ec437a Moved game reset processing into main game framework. Also modified game start processing on the server so that we don't want for the IN_PLAY attribute change to be processed before calling gameDidStart() because we don't want to do that when resetting the game (because someone could come along and end the game in between gameWillStart() and gameDidStart() which would be annoying and bad), so we need to be consistent and run straight through both when starting the game for the first time and when resetting it. Michael Bayne 2002-04-14 00:26:05 +00:00
  • 5ec2bdcfe0 Use JPasswordField.getPassword() as per deprecation warning. Walter Korman 2002-04-12 16:26:12 +00:00
  • 5379787dc5 Made postEvent() public so that external entities can add events (like message events) to a transaction already started on a particular object. Michael Bayne 2002-04-12 00:00:05 +00:00
  • 3f1a21f76c To facilitate DSet extensions, we treat any distributed object type that ends in Set as a DSet. This is not optimal, but writing a full blown parser so that we can analyze the inheritance hierarchy of the files we're processing to determine for sure that something extends DSet would be at least an order of magnitude greater pain in the ass than just doing simple textual processing. We'll leave that up to future people. Michael Bayne 2002-04-11 19:11:07 +00:00
  • 462724f82d Log a stack trace per Walter's suggestion. Michael Bayne 2002-04-11 01:41:04 +00:00
  • 9c59b1c1ad Added simple tool for dumping the serialized component map. Michael Bayne 2002-04-11 01:34:09 +00:00
  • 37a86781f4 Only save the component map if we changed it. Michael Bayne 2002-04-11 01:33:51 +00:00
  • 625fc79502 Restructured invocation director so that it can be used in the absence of a Client instance. Michael Bayne 2002-04-10 06:08:59 +00:00
  • 95017c3ebf Changed default base tile to default base tileset. Clearing a base tile sets it to a random tile from the default tileset. setBaseTiles() now takes a tileset and fills the rectangular area with random tiles from that set. Ray Greenwell 2002-04-09 18:06:37 +00:00
  • 02dd621601 If fringing a rectangular area, you must pass in your own Random object. If fringing an entire scene, you must pass in a randomization seed. Ray Greenwell 2002-04-09 18:05:07 +00:00
  • 5cedd42923 optimized getMultiTilePolygon to do less swapping Ray Greenwell 2002-04-09 17:02:50 +00:00
  • 595aa68539 we love to comment. Ray Greenwell 2002-04-09 04:37:38 +00:00
  • b1d7c171f0 added getMultiTilePolygon, which returns a Polygon describing a rectangle bounding the two specified tiles. Ray Greenwell 2002-04-09 04:36:06 +00:00
  • dc82aa0a98 We needn't add the first vertex of a polygon again at the end. 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. Ray Greenwell 2002-04-09 03:12:43 +00:00
  • 8adde69e3b make sure we fringe when a base tile is deleted. Ray Greenwell 2002-04-09 01:58:37 +00:00