| Commit message (Collapse) | Author | Age | Files | Lines |
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Added code to MapViewGameState's deinitalize() that cancells the callbacks of all currently running events. Also added code to SpecialEvent's displayMessage() that allows an InterruptedException to kill the message.
With the problem with the Title Screen, it turned out that this bug had nothing to do with it, the Title Screen's interval was just too fast.
Fixes #18
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Identified by FindBugs. http://findbugs.sourceforge.net/
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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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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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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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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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Refs #5
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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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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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See #8
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Currently, MessageWindow splits a string into four lines and displays it when necessary. However, there is currently no way to close the window, it does not animate upon opening and more.
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Because the coordinates and transparent color previously used were tuned for the default System file, the coordinates were changed to be more forgiving and the color is picked from the last pixel of the first row from the graphic.
Also, for some reason, every file in source control has been marked as modified, even though most haven't been. Don't know why this happened.
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The old transition implementation was old and patchy. The new one is planned to be extensible and to work properly with all transitions. Currently this is not so, but with work it hopefully will be.
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Previously, heroLoc wasn't a defensive copy of HeroEvent.getLocation(), it was HeroEvent.getLocation(). As of such, the condition that they were inequal always failed. However, a typo in the condition (leaving out the exclamation point) led us to believe it was working fine when in fact, AutomaticViewpoint was recalculating the viewpoint every tick instead of everytime the hero moves. Now it only refreshes when the hero moves or is moving.
Also cleared up an ambiguous comment in SpecialEvent's PanViewpoint's JavaDoc.
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Implemented FixViewpoint(), PanViewpoint() and ResetViewpoint()
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Previously, Map's checkForCollision did not properly check collision and would allow an event to initiate movement to a location another event was already moving to (but wasn't at yet).
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