6e792aab43
Fix incorrect block-buffering calculation.
Mike Thomas
2010-08-31 03:18:25 +00:00
4a4b4c05f6
These bool arrays are actually expressed as 1/0, not true/false.
Mike Thomas
2010-08-31 00:44:43 +00:00
a7a4497a5f
Fix potential stackoverflow. Refreshing the scene can otherwise cascade back through loaded back through itself. Instead, wait til all the ones on our current frame are done and then refresh.
Mike Thomas
2010-08-31 00:22:16 +00:00
da3e323e15
Need to add the unloaded sprite while we're waiting for the real one (assuming our descendants do something with that).
Mike Thomas
2010-08-30 22:57:33 +00:00
f8cdaab659
Nate points out these handy XmlUtil parameters - let's use em.
Mike Thomas
2010-08-30 21:21:53 +00:00
86148dbe25
So, it turns out that actionscript's built in XML parsing isn't as handy as I thought it was. Let's just go through XmlUtil for everything so that it's sane and we don't get empty strings when we clearly mean to be getting a null.
Mike Thomas
2010-08-30 21:11:06 +00:00
795d63b901
Allow selection of random starting color using a specified random so we can consistently randomly pick colors.
Mike Thomas
2010-08-29 00:40:36 +00:00
26ad64ade6
Let's refresh the scene prior to the delay so that by the time we add the view to the display list, we're really ready.
Mike Thomas
2010-08-27 23:28:48 +00:00
7cb3a0c5dd
Fix some bugs related to loading tilesets.
Mike Thomas
2010-08-27 18:50:13 +00:00
91e8dc958b
Make the proper call here - there's no remove() on arrays...
Mike Thomas
2010-08-27 18:49:40 +00:00
db9e350404
Ensure we don't leave our sprites in walking-in-place mode due to timing issues with resolving all the art.
Mike Thomas
2010-08-27 00:57:34 +00:00
b5dd723ef1
shouldPlay handles null just fine.
Dave Hoover
2010-08-25 21:29:54 +00:00
480d98cc5e
If we shouldn't play that sound type, don't loop it either.
Dave Hoover
2010-08-25 21:29:32 +00:00
d01236928f
Move the default loading progress printout to the middle of the iso view.
Mike Thomas
2010-08-25 21:12:43 +00:00
df556f4e81
Pass through our parameters so that looping works just like playing and we can set positions and gain and such.
Mike Thomas
2010-08-20 21:17:55 +00:00
95546895f8
Fix bug with falling back to default action.
Mike Thomas
2010-08-20 16:53:37 +00:00
9dc56e21b7
Add ability to access components by name as well as by ID via the manager.
Mike Thomas
2010-08-20 16:53:24 +00:00
2e8818e3b5
Allow access to getComponent through the character manager rather than having to go through the repository.
Mike Thomas
2010-08-19 22:44:09 +00:00
753bcb229e
Fix bug in indexing the color classes map.
Mike Thomas
2010-08-19 22:43:29 +00:00
52ca22c53a
Fix some wacky assumptions about the similarity of types being compared.
Mike Thomas
2010-08-19 21:07:46 +00:00
1e1c8a47fc
Turn off the debug printouts here since it was pretty spammy.
Mike Thomas
2010-08-18 20:22:43 +00:00
98a09e8d75
Fix some reversed logic.
Mike Thomas
2010-08-18 18:31:23 +00:00
e054edeab7
Chasecutting.
Ray Greenwell
2010-08-17 22:51:06 +00:00
3c789a8bd2
We can't actually share a MultiFrameBitmap across characters since it's a displayobject and can only be in the display tree once. So, let's clone it.
Mike Thomas
2010-08-17 22:41:27 +00:00
66931468ee
We should just test the bitmap itself, not the source frames.
Mike Thomas
2010-08-17 17:15:09 +00:00
8f337e26d9
Wire up for hit-testing just like object tiles.
Mike Thomas
2010-08-17 17:06:54 +00:00
815b5d7be7
Add a bunch of hooks to handle finding the object the mouse is over.
Mike Thomas
2010-08-14 05:10:02 +00:00
7a72ac8fb2
Do some smooth centering a la the java version of MisoScenePanel
Mike Thomas
2010-08-13 23:29:37 +00:00
954619820e
Fix NPE when the user clicks an untraversable square.
Mike Thomas
2010-08-13 21:03:19 +00:00
3b0b6038dc
Port Paths to AS from java. Also, port (with modifications) AStarPathUtil -> AStarPathSearch which is no longer a singleton and has fewer hidden dependencies (e.g. the restriction on the "longest" arg to getPath). Also, make MisoScenePanel actually create paths now that we have them.
Mike Thomas
2010-08-13 20:28:48 +00:00
d8cda89ab3
Provide a means of overriding the base gain at the group level.
Andrzej Kapolka
2010-08-12 22:01:08 +00:00
1be717f362
Notify sounds (via their groups) when the base gain changes.
Andrzej Kapolka
2010-08-12 20:54:12 +00:00
29ab63e86f
Be consistent in how we apply the base gain.
Andrzej Kapolka
2010-08-12 20:25:26 +00:00
c0a25ad407
Let's move the new Ticker to media.
Mike Thomas
2010-08-11 22:05:56 +00:00
78391781ab
Rather than having each bitmap register its own enterFrame callback, let's just set these guys up as tickable and let the central Ticker handle it.
Mike Thomas
2010-08-11 20:10:25 +00:00
407af70322
Let's remember our previous lessons and attempt to use the less-vulnerable version of getting the time.
Mike Thomas
2010-08-11 18:46:33 +00:00
98619ae443
Setup a Ticker to fill in for the parts of java's FrameParticipant we might want.
Mike Thomas
2010-08-11 18:39:32 +00:00
e4bb6ac088
Character sprite's location should take into account the origin of the action sequence it's set to.
Mike Thomas
2010-08-10 23:44:21 +00:00
85aca29ae6
Actually, those behaviors are so much alike, let's group it into a handy interface to ensure they stay that way.
Mike Thomas
2010-08-10 22:54:49 +00:00
469d356609
Mimic TrimmedObjectTileSet's functionality.
Mike Thomas
2010-08-10 22:49:46 +00:00
4a60bbe64a
Helps if our screen to iso-space transformation is accurate.
Mike Thomas
2010-08-10 22:48:27 +00:00
57f020afb8
Enough AS cast implementation to render a basic character sprite from component bundles.
Mike Thomas
2010-08-10 20:28:25 +00:00
4b09709590
Various improvements to the AS tile code to prepare for component tiles.
Mike Thomas
2010-08-10 20:27:42 +00:00
ba76a845e0
Make tiles work like tilesets - if you ask to be notified and it's already loaded, notify immediately.
Mike Thomas
2010-08-10 20:27:06 +00:00
b7da2fa190
Fix bug in getting colorizations by name.
Mike Thomas
2010-08-10 20:25:56 +00:00
839ac301cb
Bring over the options from TileSetBundler to ComponentBundler so we can get jars with uncompressed, untrimmed pngs.
Mike Thomas
2010-08-10 17:23:38 +00:00
cdec138fcb
Checkpoint commit wiring up a CrowdStageScenePanel that handles Occupant locations and making a sprite for them on the screen. Lots of TODOs still in this stuff, esp. related to Pathing.
Mike Thomas
2010-08-06 05:23:48 +00:00
44355a27c8
First checkpoint bit of cast ported to AS.
Mike Thomas
2010-07-29 04:01:57 +00:00
27657d0c2c
Isn't NanoTimer a replacement for this? Also, let's see if we can suppress the compile warnings...
Ray Greenwell
2010-07-26 19:30:46 +00:00
c795f1482a
Prefer StringBuilder where possible.
Ray Greenwell
2010-07-22 01:20:32 +00:00
03416cf4d2
In order to facilitate the most common form of moving around the scene relatively quickly, we'll prefetch the blocks within half a screen of visible.
Mike Thomas
2010-07-16 18:35:45 +00:00
96cf235838
Make a few bits in the AS MisoScenePanel more extensible...
Mike Thomas
2010-07-16 05:53:24 +00:00
0b55ca7817
This is kinda a magical number anyway but it appears I need a little more buffer for some of the taller sprites in question.
Mike Thomas
2010-07-16 00:24:24 +00:00
665ed38c30
Allow tile set bundles to be created uncompressed - this probably will go hand-in-hand with the keepRawPngs parameter, but I can imagine the two being used separately so I won't overload the single parameter.
Mike Thomas
2010-07-16 00:13:44 +00:00
a462e54e46
Fix a bug where we were finishing resolution of the entire scene multiple times if some blocks were basically already resolved.
Mike Thomas
2010-07-15 21:30:20 +00:00
c26ce87830
When we move the scene, we need to wait a tick for the blocks to get in place before we move ourselves. Otherwise we get exciting blank regions.
Mike Thomas
2010-07-15 20:44:12 +00:00
7e88fb825b
If we're in the middle of trying to load up one of our files, don't go and do it again, instead wait til it's done and just hear about it then.
Mike Thomas
2010-07-15 20:37:54 +00:00
3d70c731a5
Get AS fringing actually working. We end up with a double-layer of sprites on the base tiles for the background as one and all the fringing as another. This is definitely pretty slow in the debug player, so still need to track down what's spending all that time.
Mike Thomas
2010-07-15 19:03:55 +00:00
6a064af9dc
Declare the return type for these functions.
Ray Greenwell
2010-07-14 19:38:01 +00:00
83157e579b
Prefer guava to samskivert.
Ray Greenwell
2010-07-14 19:36:08 +00:00
f8df2c1b3a
Misc. formatting.
Ray Greenwell
2010-07-14 19:35:59 +00:00
f7befa1fae
Working with the callbacks to be able to translate images is way more exciting than I really appreciate. But hey, this theoretically should be happier now.
Mike Thomas
2010-07-13 23:43:41 +00:00
6987d008e2
Let the tile data pack cache images so we aren't reloading them for various individual tiles within the image. Also, a couple minor efficiency improvements elsewhere.
Mike Thomas
2010-07-13 22:40:07 +00:00
faa16baed2
StringUtil.replace is deprecated
Dave Hoover
2010-07-13 21:45:54 +00:00
263cc28f99
First checkpoint commit of fringing in AS. This still needs testing and some callback-wrangling related to getting tile images.
Mike Thomas
2010-07-13 06:08:25 +00:00
13b74c92a1
Colorization's range makes far more sense as inclusive rather than exclusive. In particular, it means if you have a color-class with a range of 0.0,0.0,0.0 it will match exactly the target color, which is surely what you meant for it to do.
Mike Thomas
2010-07-12 21:10:52 +00:00
c483d58683
If we have tiles just off the bottom they can stick up into our screen.
Mike Thomas
2010-07-10 00:58:02 +00:00
e00b8be8d4
We need a separate bitmap because we can only include each bitmap once in the window, but we can go ahead and share the underlying data.
Mike Thomas
2010-07-10 00:13:50 +00:00
c65ee0c562
Let's reorganize our scene tiles into SceneBlocks that we can load and unload as chunks as we move our view around the scene. If this sounds familiar, it's because you've been reading MisoScenePanel.java.
Mike Thomas
2010-07-09 23:15:20 +00:00
141901b2af
The TileUtil.getTileHash function's method for computing a seed was resulting in a lot of very non-random looking vertical and horizontal lines of the same tile, especially around the origin. (0^0 == 1^1 == 2^2 etc) So, let's bit-shift x to make it appear more random.
Mike Thomas
2010-07-09 00:29:56 +00:00
64bbf9f9d8
Rather than loading all the base tiles at once (or really, all the ones in an arbitrary region), we'll load only the ones on-screen. And then if we scroll around, we'll load the others we need.
Mike Thomas
2010-07-09 00:18:06 +00:00
78f64d2c66
We can just take this out entirely for now - I really don't know why it's not finding this, I guess it must not be getting exported to the as3isolib swc even though it's in the source.
Mike Thomas
2010-07-08 23:43:01 +00:00
6abbcfc639
Fix the Shared Libraries build. It looks like the version of as3isolib in extlibs needs to be updated.
Andrzej Kapolka
2010-07-08 23:19:34 +00:00
4fba468590
Change how the Miso view handles the time when we're waiting to load the tilesets - show a loading screen of some type instead of showing the semi-transparent blocks.
Mike Thomas
2010-07-08 21:53:56 +00:00
da88a42716
Use a new, fancy version of the Iso lib scene layout renderer that takes into account a render-priority for use in handling overlapping iso objects. This may want some additional optimization in the future, but we'll see if that's really required.
Mike Thomas
2010-07-08 17:05:10 +00:00
1254841995
Second pass on AS recoloring, fixed a bunch of bugs and tied to tiles/tilesets.
Mike Thomas
2010-07-07 18:04:52 +00:00
91b0a812ba
Line ending happy fun times
Dave Hoover
2010-07-06 17:28:12 +00:00
75f00f82ec
Checkpoint commit to getting the png recolor code into nenya. This still needs testing and such.
Mike Thomas
2010-07-03 01:05:08 +00:00
7752cca5b0
Document + change name.
Dave Hoover
2010-07-02 23:20:28 +00:00
e3c79a6be8
First pass at getting miso working with actual tiles and tileset data.
Mike Thomas
2010-07-01 22:27:37 +00:00
941a6a83b2
Allow a parameter to TileSetBundlerTask to keep the pngs in the bundle instead of converting to raw and trimming them.
Mike Thomas
2010-07-01 22:14:06 +00:00
59ba7edcaa
Oh yeah, update this guy as well
Charlie Groves
2010-06-28 20:03:07 +00:00
ca9e1aa730
That should be private.
Dave Hoover
2010-06-18 23:40:17 +00:00
e42ebae867
It's not drawing the real tile/art assets yet, but handles enough of the model correctly to draw boxes for each base/object tile.
Mike Thomas
2010-06-16 22:56:48 +00:00
25ee5e9134
Slay some cyclopian variables.
Dave Hoover
2010-06-15 17:27:02 +00:00
2efa35a62d
Whitespace
Dave Hoover
2010-06-15 17:26:58 +00:00
4438b25d98
Fix syntax
Dave Hoover
2010-06-11 22:57:10 +00:00
d869938b69
Switch to compiling against the aspirin library.
Ray Greenwell
2010-06-09 20:51:06 +00:00
2f634e3a60
Port of the miso scene model and related bits (so, data only, no rendering of any kind yet).
Mike Thomas
2010-06-08 01:48:12 +00:00
e3de56d12a
Change that StreamableHashIntMap into a more standard StreamableHashMap
Mike Thomas
2010-06-08 01:41:24 +00:00
3865b20070
Bring the genascript ant target from narya/vilya to nenya.
Mike Thomas
2010-06-08 01:38:34 +00:00
f6ec3f5af4
We require 1.5 now, so rock on!
Dave Hoover
2010-05-17 20:13:54 +00:00
cb15424946
Render debug footprints even if we don't render objects.
Dave Hoover
2010-05-14 18:57:53 +00:00
8d54026f63
Whitespace
Dave Hoover
2010-05-14 18:57:52 +00:00
251da6cb22
Varargs
Dave Hoover
2010-05-14 18:57:51 +00:00
209fbfceaf
There's pretty clearly a larger issue here, but this seems to solve the immediate issue - ties in the sort are Really Bad as they lead to inconsistent ordering later on. But note that it's still very possible to end up with ties even with this change.
Mike Thomas
2010-04-22 00:48:03 +00:00
aaddc866e8
I think I can make this class usable for what I want by simply making the Node class public so that I can see where I came from in my Stepper.
Ray Greenwell
2010-04-13 21:44:57 +00:00
24e3afe18f
Some formatting. Whatever: this class needs a kick to the head. Maybe I should make a new one that isn't singleton and thread-unsafe like this one.
Ray Greenwell
2010-04-13 20:42:26 +00:00
c1ba3f7d18
Allow a Stepper to easily be created that doesn't consider diagonals.
Ray Greenwell
2010-04-13 00:34:04 +00:00
69d734863c
Document two gotchas. This is fucked up. Fucking A.
Ray Greenwell
2010-04-07 22:32:57 +00:00