| Commit message (Collapse) | Author | Age | Files | Lines |
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Identified by FindBugs. http://findbugs.sourceforge.net/
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Removed frequency from the Event API as LayerEvents are the only type of events that require a move frequency, as move frequency decides how many ticks to wait between each movement. HeroEvent does nothing with it, because the user input decides how often it moves.
Also changed frequency to be an integer rather than a bounded enumeration, which is clearer and lets an much larger (but probably unnecessary) range of wait values.
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Also implemented F12 to return to the title screen and added a move frequency variable to events that decides how often they move.
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Also added a class (ImmutableEvent) that provides an immutable view to an event: It is like Collections.unmodifiableMap(), the event data may change in the mean time, and the object will reflect that, but the class cannot be modified. MovementType now provides an ImmutableEvent to each of its subclasses when nextMovement() is called.
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Two specific events on the test map were always running over eachother. This problem started a few commits ago, but it was uncertain which commit this was. The key to solving the problem, as all other debugging didn't show anything, was that a certain event appeared to be blocked by something when it walked downward, which wasn't there. It was then discerned that that location was the original location of a moving event.
From there it was discerned that the parent map used by AbstractEvent was the original map that was copied from, not the map being used by MapViewGameState. A simple change to Map's copy() function fixed this.
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Now, like in RM2K, Events can have different movement speeds. The Hero starts out with a faster MoveSpeed than other events and it can be changed when initalizing PossibleEvent or with a ChangeSpeedMoveEvent.
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to() takes a Point and returns a Point one unit in the specified direction from the original point.
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Previously, the top of the text would be chopped off because the text was being rendered too high. This has been fixed.
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MessageWindow is now an Inputable and a Renderable, which allows it to tie in more logically with the rest of the system.
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Added ability to force a specific width for MenuEMS so menu looks pREETY OMG IM HYPER
Refs #15
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Previously, if the client provided a message escape with an invalid color number (a.k.a. it wasn't between 0 and 19) FourPuzzle would crash with a confusing error message. This has been replaced with a more helpful message.
Also, previously, the colors between 10 and 19 could not be accessed, but this has been fixed.
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Rewrote MessageWindow to render text through another class called TextRenderer, which takes settings and parses the text with its message escapes. The text-color-setting escape works perfectly but the pause escape doesn't. It works pretty well, except for some reason, if the escape is directly next to some text on the left, it won't be parsed. Also, the pause escape was implemented as \P rather than \| because | is a special character .in regular expressions.
The variable-displaying escape was not added for two reasons: First of all, a dynamically introduced variable would mess up the generated layout and the text would not wrap correctly. Secondly, a much easier/better way of including a variable in a message than message escapes exists: Using string concatenation when writing the DisplayMessage() call. As FourPuzzle is a programming library, it is much more powerful than RM2K and clients need not resort to strange hacks such as message escapes to include variables in messages. Clients can include whatever dynamic data they wish in messages, rather than some predefined stuff RM2K provides.
A small bug was discovered in PauseTimer that made it wait for it's underlying Interval to elapse before it could elapse, even if it had zero ticks remaining. This has been fixed.
Closes #16
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Refs #15
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Refs #10
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Because of the frequent Sequencer reinitalization, many shutdown hook threads designed to close the Sequencer upon exit were created, which polluted the environment with many unneeded thread. To solve this, the shutdown hook is now only created the first time the Sequencer is initalized.
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Previously, every game state transition was manually executed with a thread, some exception handling and Display. Now, Display has a method that takes care of it without leaving all of the bulk in random classes.
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Because some people prefer to use the space bar as the action key rather than the enter key, KeyInput now has a method that checks if either is down. Action key requiring conditions use this now instead of manually checking the key.
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Previously, if a conversation was going on and a specific message was short, the user simply still holding down the action key would trigger the next message and it wouldn't be seen. To fix this, the KeyInput is reset every tick during a message.
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Previously, if ObjectLoader threw a ResourceNotFoundException in an event thread, the event would not catch it and the event would simply end (and most likely restart if the user was still holding the action key).
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Now, in full screen mode, the image is no longer stretched strangely, it's simply zoomed to the highest possible value. Plus, when returning to non-full-screen mode, decoration is returned so the X button is available.
Refs #14
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Apparently, the window has to be undecorated to be full screen. This has been done, but that results in a non-full screen window with no "X" button. F4 switches full screen mode and F5 has been removed.
Fixes #14
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Previously, MessageWindow would, on occasion, throw out an ArrayIndexOutOfBoundsException. This may have been because of some keyboard input. Because of this, the keyboard input system has been re-written to be anologous to the Display system (Renderable). Now, only one input processor will run at a time because they are executed in order by KeyboardInput, rather than all at once using AWT event handlers.
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Previously, MIDIs would retain some behavior from the previously playing MIDI, either because the Sequencer hadn't been reset or because a critical MidiMessage was incorrectly positioned. Both of these possibilities have been fixed.
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Previously, MapViewGameState preformed all of its actions directly on the internal map. However, this would result in the map being exactly the same when reloaded, which was not wanted. So, copy() functions have been added to several places so a copy of the internal map is provided for MapViewGameState.
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When a transition completed, the transition was supposed to be unset. However, there was a local variable that hid the correct variable so it wasn't being unset. This has been fixed with a class reference. Transitions do not appear to randomly not execute now.
Fixes #9
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Along with Fade Transitions, other things such as the GameOver and TitleScreen special events have been implemented. Also, an unchecked bug in ObjectLoader has been fixed.
The current Fade implementation isn't currently that elegant. There should be a way to make it better, but it'll do for now.
Closes #13
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Now, LayerEvents can only move if their current PossibleEvent has a MoveableEventGraphic.
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MessageWindow is now shorter, and more compact. The font size has also been decreased to allow for more text.
Closes #5
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Refs #5
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The arrow used to take a while to appear (in MessageWindow) because the message window iterated over all the text, instead of just the visible text.
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MessageWindow now has a static method run by SpecialEvent that triggers the message box. This method blocks until the message is complete and renders via Display's new feature. The message box also now features the "next" arrow and the letters gradually appear.
Display has also been re-worked to have a list of a new interface called Renderable, which is any object that can be rendered. Such objects (such as MessageWindow) can register to Display, which will render them onto the game frame after the GameState has been rendered.
Closes #5.
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Interval previously used milliseconds, but now it uses nanoseconds (which, according to System, is more accurate).
Fixes #11
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Instead of requiring users to extend Map, all that is required now is the creation of a Map object, which should then be configured and added to the Database via Database.addMap()
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Split ObjectLoader's objectCache into three caches: imageCache (BufferedImage), musicCache (Sequence) and soundCache (Clip). This way, each resource type has its own section and no time-consuming casting is necessary.
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Converted RM2K's RMG2000.fon to a TrueType font using some long and difficult processes (involving first converting to a .bdf, then to a .ttf). With this standard font included in the package, there will be no worry of strange fonts, as TrueType is a standard.
Also, probably because of the size of the new font, the white-tail bug has disappeared. This seems rickety, but because this is the only font that should be used, it should be ok. And if the problem ever arises again, the ticket can be reopened.
Fixes #6 and #1.
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Replaced default TitleScreen (which was the TPOAHT Title Screen for testing reasons) with a FourPuzzle Title Screen. Also moved the Title Menu to the bottom-left corner.
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MapViewGameState now plays music depending on the variables of its Map, which can tell it to either stop the music, keep the previous music playing or start playing a specified music.
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This annoying bug was finally removed by creating a seperate MidiParser class that takes a Sequence and parses out the non-emitting messages. This is run in ObjectLoader so the result is cached.
Fixes #3
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Refs #5
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