Commit Graph

  • 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