Update change log

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Tim Young 2017-09-20 09:59:18 -05:00
parent 03ab2781ad
commit 42b98b65db

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{\rtf1\ansi\ansicpg1252\deff0\nouicompat\deflang1033\deflangfe1033{\fonttbl{\f0\fswiss\fprq2\fcharset0 Calibri;}{\f1\fmodern\fprq1\fcharset0 Consolas;}} {\rtf1\adeflang1025\ansi\ansicpg1252\uc1\adeff31507\deff0\stshfdbch31505\stshfloch31506\stshfhich31506\stshfbi31507\deflang1033\deflangfe1033\themelang1033\themelangfe0\themelangcs0{\fonttbl{\f0\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\f34\fbidi \froman\fcharset1\fprq2{\*\panose 02040503050406030204}Cambria Math;}
{\colortbl ;\red0\green0\blue255;\red0\green0\blue0;\red255\green255\blue255;\red43\green145\blue175;} {\f39\fbidi \fswiss\fcharset0\fprq2{\*\panose 020f0502020204030204}Calibri;}{\f40\fbidi \fmodern\fcharset0\fprq1{\*\panose 020b0609020204030204}Consolas;}{\flomajor\f31500\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}
{\*\generator Riched20 10.0.14393}{\*\mmathPr\mdispDef1\mwrapIndent1440 }\viewkind4\uc1 {\fdbmajor\f31501\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\fhimajor\f31502\fbidi \fswiss\fcharset0\fprq2{\*\panose 020f0302020204030204}Calibri Light;}
\pard\nowidctlpar\sa200\sl276\slmult1\f0\fs22\lang9 1.0.6\par {\fbimajor\f31503\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\flominor\f31504\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}
* Fized MouseEnterTransparent, MouseLeaveTransparent\par {\fdbminor\f31505\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\fhiminor\f31506\fbidi \fswiss\fcharset0\fprq2{\*\panose 020f0502020204030204}Calibri;}
* Added a number more Sprite creation functions\par {\fbiminor\f31507\fbidi \froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\f41\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}{\f42\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}
* Added a number more Sprite.AddAnimation functions\par {\f44\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}{\f45\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}{\f46\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\f47\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}
* Allow us to set the ending frame after we animate (which frame do we display when we are done) in AnimateOnce and AnimateJustAFewTimes\par {\f48\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}{\f49\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}{\f431\fbidi \fswiss\fcharset238\fprq2 Calibri CE;}{\f432\fbidi \fswiss\fcharset204\fprq2 Calibri Cyr;}
* After a ReplaceImage, it immediately invalidates the sprite and re-draws it.\par {\f434\fbidi \fswiss\fcharset161\fprq2 Calibri Greek;}{\f435\fbidi \fswiss\fcharset162\fprq2 Calibri Tur;}{\f436\fbidi \fswiss\fcharset177\fprq2 Calibri (Hebrew);}{\f437\fbidi \fswiss\fcharset178\fprq2 Calibri (Arabic);}
* Add a series of Events, Sprite.MouseOverTransparent, Sprite.MouseEnterTransparent, and Sprite.MouseLeaveTransparent. These check the transparent areas of a sprite to see if you are moving over a solid or transparent area of a sprite. For use if there is a lot of empty area inside a sprite, and you do not want to trigger a MouseEnter function over the empty region.\par {\f438\fbidi \fswiss\fcharset186\fprq2 Calibri Baltic;}{\f439\fbidi \fswiss\fcharset163\fprq2 Calibri (Vietnamese);}{\f441\fbidi \fmodern\fcharset238\fprq1 Consolas CE;}{\f442\fbidi \fmodern\fcharset204\fprq1 Consolas Cyr;}
1.0.5\par {\f444\fbidi \fmodern\fcharset161\fprq1 Consolas Greek;}{\f445\fbidi \fmodern\fcharset162\fprq1 Consolas Tur;}{\f448\fbidi \fmodern\fcharset186\fprq1 Consolas Baltic;}{\f449\fbidi \fmodern\fcharset163\fprq1 Consolas (Vietnamese);}
* upgraded a lot of documentation. Started the big documentation push\par {\flomajor\f31508\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}{\flomajor\f31509\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}{\flomajor\f31511\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}
- inline documentation updated\par {\flomajor\f31512\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}{\flomajor\f31513\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\flomajor\f31514\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}
- Online documentation file: {{\field{\*\fldinst{HYPERLINK http://tyounglightsys.ddns.info/SpriteLibrary/doc }}{\fldrslt{http://tyounglightsys.ddns.info/SpriteLibrary/doc\ul0\cf0}}}}\f0\fs22\par {\flomajor\f31515\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}{\flomajor\f31516\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}{\fdbmajor\f31518\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}
- Start of a large documentation PDF - Will not see the light of day until 1.0.6\par {\fdbmajor\f31519\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}{\fdbmajor\f31521\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}{\fdbmajor\f31522\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}
* added a SpriteIsBeingDestroyed event. That way you can have code fired off as a particular sprite is being destroyed.\par {\fdbmajor\f31523\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\fdbmajor\f31524\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}{\fdbmajor\f31525\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}
* added three events; MouseHover, MouseEnter, and MouseLeave. When the mouse moves over a sprite for the first time, it does the MouseEnter. When we move off the sprite, it does the MouseLeave, and when we pause over the sprite, it does a MouseHover.\par {\fdbmajor\f31526\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}{\fhimajor\f31528\fbidi \fswiss\fcharset238\fprq2 Calibri Light CE;}{\fhimajor\f31529\fbidi \fswiss\fcharset204\fprq2 Calibri Light Cyr;}
* Added sprite opacity. Sprite.opacity = .5; \par {\fhimajor\f31531\fbidi \fswiss\fcharset161\fprq2 Calibri Light Greek;}{\fhimajor\f31532\fbidi \fswiss\fcharset162\fprq2 Calibri Light Tur;}{\fhimajor\f31533\fbidi \fswiss\fcharset177\fprq2 Calibri Light (Hebrew);}
* fixed some issues with transparency and sprites\par {\fhimajor\f31534\fbidi \fswiss\fcharset178\fprq2 Calibri Light (Arabic);}{\fhimajor\f31535\fbidi \fswiss\fcharset186\fprq2 Calibri Light Baltic;}{\fhimajor\f31536\fbidi \fswiss\fcharset163\fprq2 Calibri Light (Vietnamese);}
* Fixed my new way to add animations. The rotation they use is opposite of what I use. So everything rotated opposite from what was expected.\par {\fbimajor\f31538\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}{\fbimajor\f31539\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}{\fbimajor\f31541\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}
* Added Sprite.MoveTo(Sprite) so a Sprite can target another sprite. The moving sprite will probably need to be moving a bit faster than the destination sprite if the moving sprite hopes to catch up with it.\par {\fbimajor\f31542\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}{\fbimajor\f31543\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\fbimajor\f31544\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}
* Added GetSpriteBaseImageCenter and GetSpritePictureboxCenter to find the center-point of the sprite.\par {\fbimajor\f31545\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}{\fbimajor\f31546\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}{\flominor\f31548\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}
* Added SpriteComparisonDelegate, the ability to override the sort order (display order) of sprites. The sort order affects which sprite is printed on top of the other sprites. Whichever one has the highest priority is the one that appears on top of the other ones. The default sort order is created by: \cf2\highlight3\f1\fs19\lang1033 SpriteComparisonDelegate\highlight0 = \cf1\highlight3 delegate\cf2 (\cf4 Sprite\cf2 first, \cf4 Sprite\cf2 second) \{ \cf1 return\cf2 first.Zvalue.CompareTo(second.Zvalue); \}; \highlight0\par {\flominor\f31549\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}{\flominor\f31551\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}{\flominor\f31552\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}
\f0\fs22 The sort function simply compares the Zvalue. A more complex version might be:\cf0\lang9\par {\flominor\f31553\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\flominor\f31554\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}{\flominor\f31555\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}
{\flominor\f31556\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}{\fdbminor\f31558\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}{\fdbminor\f31559\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}
\pard\widctlpar\cf1\highlight3\f1\fs19\lang1033 delegate\cf2 (\cf4 Sprite\cf2 first, \cf4 Sprite\cf2 second) \{\par {\fdbminor\f31561\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}{\fdbminor\f31562\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}{\fdbminor\f31563\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}
\cf1 if\cf2 (first.Zvalue != second.Zvalue) \cf1 return\cf2 first.Zvalue.CompareTo(second.Zvalue);\par {\fdbminor\f31564\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}{\fdbminor\f31565\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}{\fdbminor\f31566\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}
\cf1 if\cf2 (first.BaseImageLocation.Y != second.BaseImageLocation.Y) \cf1 return\cf2 first.BaseImageLocation.Y.CompareTo(second.BaseImageLocation.Y);\par {\fhiminor\f31568\fbidi \fswiss\fcharset238\fprq2 Calibri CE;}{\fhiminor\f31569\fbidi \fswiss\fcharset204\fprq2 Calibri Cyr;}{\fhiminor\f31571\fbidi \fswiss\fcharset161\fprq2 Calibri Greek;}{\fhiminor\f31572\fbidi \fswiss\fcharset162\fprq2 Calibri Tur;}
\cf1 return\cf2 first.BaseImageLocation.X.CompareTo(second.BaseImageLocation.X);\par {\fhiminor\f31573\fbidi \fswiss\fcharset177\fprq2 Calibri (Hebrew);}{\fhiminor\f31574\fbidi \fswiss\fcharset178\fprq2 Calibri (Arabic);}{\fhiminor\f31575\fbidi \fswiss\fcharset186\fprq2 Calibri Baltic;}
{\fhiminor\f31576\fbidi \fswiss\fcharset163\fprq2 Calibri (Vietnamese);}{\fbiminor\f31578\fbidi \froman\fcharset238\fprq2 Times New Roman CE;}{\fbiminor\f31579\fbidi \froman\fcharset204\fprq2 Times New Roman Cyr;}
\pard\nowidctlpar\sa200\sl276\slmult1 \};\highlight0\par {\fbiminor\f31581\fbidi \froman\fcharset161\fprq2 Times New Roman Greek;}{\fbiminor\f31582\fbidi \froman\fcharset162\fprq2 Times New Roman Tur;}{\fbiminor\f31583\fbidi \froman\fcharset177\fprq2 Times New Roman (Hebrew);}
\cf0\f0\fs22\lang9 * Added another way to Add Animations. We can create an animation that is a rotation of a different animation. For example, you can have something rotated by 45 or 90 degrees.\par {\fbiminor\f31584\fbidi \froman\fcharset178\fprq2 Times New Roman (Arabic);}{\fbiminor\f31585\fbidi \froman\fcharset186\fprq2 Times New Roman Baltic;}{\fbiminor\f31586\fbidi \froman\fcharset163\fprq2 Times New Roman (Vietnamese);}}
* Fixed a bug with large sprites that make other things blink\par {\colortbl;\red0\green0\blue0;\red0\green0\blue255;\red0\green255\blue255;\red0\green255\blue0;\red255\green0\blue255;\red255\green0\blue0;\red255\green255\blue0;\red255\green255\blue255;\red0\green0\blue128;\red0\green128\blue128;\red0\green128\blue0;
* SpriteController.ResetKeypressState() clears any residual keypress. Sometimes the program misses keys being pressed and released. This clears any memory, and starts it from scratch.\par \red128\green0\blue128;\red128\green0\blue0;\red128\green128\blue0;\red128\green128\blue128;\red192\green192\blue192;\red43\green145\blue175;}{\*\defchp \fs22\loch\af31506\hich\af31506\dbch\af31505 }{\*\defpap \ql \li0\ri0\sa160\sl259\slmult1
1.0.4\par \widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 }\noqfpromote {\stylesheet{\ql \li0\ri0\sa160\sl259\slmult1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \rtlch\fcs1 \af31507\afs22\alang1025
* fix timing issue with start-animation. It had not been setting the animation start time.\par \ltrch\fcs0 \fs22\lang1033\langfe1033\loch\f31506\hich\af31506\dbch\af31505\cgrid\langnp1033\langfenp1033 \snext0 \sqformat \spriority0 Normal;}{\*\cs10 \additive \ssemihidden \sunhideused \spriority1 Default Paragraph Font;}{\*
* Added ability to change the animation speed of one frame. Works across all sprites. \cf2\highlight3\f1\fs19 ChangeFrameAnimationSpeed\lang1033 / GetFrameAnimationSpeed\cf0\highlight0\f0\fs22\lang9\par \ts11\tsrowd\trftsWidthB3\trpaddl108\trpaddr108\trpaddfl3\trpaddft3\trpaddfb3\trpaddfr3\trcbpat1\trcfpat1\tblind0\tblindtype3\tsvertalt\tsbrdrt\tsbrdrl\tsbrdrb\tsbrdrr\tsbrdrdgl\tsbrdrdgr\tsbrdrh\tsbrdrv \ql \li0\ri0\sa160\sl259\slmult1
* Added the ability to return the count of animations this sprite has (Sprite.AnimationCount)\par \widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 \rtlch\fcs1 \af31507\afs22\alang1025 \ltrch\fcs0 \fs22\lang1033\langfe1033\loch\f31506\hich\af31506\dbch\af31505\cgrid\langnp1033\langfenp1033 \snext11 \ssemihidden \sunhideused
* Added a Sprite.GetImage(animation, frame) so we can retrieve any specific image\par Normal Table;}}{\*\rsidtbl \rsid70908\rsid3222827}{\mmathPr\mmathFont34\mbrkBin0\mbrkBinSub0\msmallFrac0\mdispDef1\mlMargin0\mrMargin0\mdefJc1\mwrapIndent1440\mintLim0\mnaryLim1}{\info{\operator tim.young@lightsys.org}{\creatim\yr2017\mo9\dy20\hr8\min3}
* added a sprite.unhidesprite function that does the opposite of the hidesprite function.\par {\revtim\yr2017\mo9\dy20\hr8\min8}{\version2}{\edmins5}{\nofpages4}{\nofwords1130}{\nofchars6445}{\nofcharsws7560}{\vern91}}{\*\xmlnstbl {\xmlns1 http://schemas.microsoft.com/office/word/2003/wordml}}
* Fix the getanimationspeed func to return the real amount\par \paperw12240\paperh15840\margl1440\margr1440\margt1440\margb1440\gutter0\ltrsect
* Add a random number generator to the sprite controller\par \widowctrl\ftnbj\aenddoc\trackmoves0\trackformatting1\donotembedsysfont0\relyonvml0\donotembedlingdata1\grfdocevents0\validatexml0\showplaceholdtext0\ignoremixedcontent0\saveinvalidxml0\showxmlerrors0\horzdoc\dghspace120\dgvspace120\dghorigin1701
*Allow a change to the tick-speed. Default is 10ms.\par \dgvorigin1984\dghshow0\dgvshow3\jcompress\viewkind1\viewscale90\rsidroot3222827 \nouicompat \fet0{\*\wgrffmtfilter 2450}\nofeaturethrottle1\ilfomacatclnup0\ltrpar \sectd \ltrsect\linex0\sectdefaultcl\sftnbj {\*\pnseclvl1
*Add a spriteController.DestroyAllSprites function\par \pnucrm\pnstart1\pnindent720\pnhang {\pntxta .}}{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnhang {\pntxta .}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang {\pntxta .}}{\*\pnseclvl4\pnlcltr\pnstart1\pnindent720\pnhang {\pntxta )}}{\*\pnseclvl5
* Added the ability to replace a sprite frame. (Sprite.ReplaceImage)\par \pndec\pnstart1\pnindent720\pnhang {\pntxtb (}{\pntxta )}}{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang {\pntxtb (}{\pntxta )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang {\pntxtb (}{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang
* Added a \cf2\highlight3\f1\fs19 RegisterKeyDownFunction\lang1033 and RegisterKeyUpFunction, as well as the corresponding events on the keyfilter. This allows you to trigger things when a key is pressed and released.\cf0\highlight0\f0\fs22\lang9\par {\pntxtb (}{\pntxta )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhang {\pntxtb (}{\pntxta )}}\pard\plain \ltrpar\ql \li0\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin0\itap0 \rtlch\fcs1 \af31507\afs22\alang1025 \ltrch\fcs0
* Added a function to return all the sprites that intersect with a given rectangle\par \fs22\lang1033\langfe1033\loch\af31506\hich\af31506\dbch\af31505\cgrid\langnp1033\langfenp1033 {\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908 \hich\af39\dbch\af31505\loch\f39 1.0.6
* Added a KeysPressed function that returns a list of all the keys which are currently pressed.\par \par }{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid3222827 \hich\af39\dbch\af31505\loch\f39 * \hich\af39\dbch\af31505\loch\f39 Ad\hich\af39\dbch\af31505\loch\f39
* Repaired a glitch in playing sounds. Set the stream position back to 0 (the beginning so you can play it a second time)\par ded linked sprite-controllers so we can share sprite definitions between controllers (decreases load time considerably)
*Repaired a small bug with the animate-once function that kept rotating the animation once it had finished.\line * Support for large sprites. SpriteController.\cf2\highlight3 OptimizeForLargeSpriteImages\lang1033 = true/false will resize the sprite and store it in its resized state. It should print the sprite faster this way than if it needs to squish or expand the sprite every time it goes to print it.\par \par \hich\af39\dbch\af31505\loch\f39 * Added a \hich\af39\dbch\af31505\loch\f39 S\hich\af39\dbch\af31505\loch\f39 prite\hich\af39\dbch\af31505\loch\f39 Database s\hich\af39\dbch\af31505\loch\f39
*Add the ability to specify the starting frame when we tell the sprite to do an animation. \cf1\f1\fs19 public\cf2 \cf1 void\cf2 ChangeAnimation(\cf1 int\cf2 WhichAnimation, \cf1\b int\cf2 StartFrame = 0\b0 )\cf0\highlight0\f0\fs22\lang9\par ystem that can help you define, load, and save sprites. It also decreases load time.
1.0.3\par \par \hich\af39\dbch\af31505\loch\f39 * Adde\hich\af39\dbch\af31505\loch\f39 d the SpriteDatabase \hich\af39\dbch\af31505\loch\f39 Open\hich\af39\dbch\af31505\loch\f39 EditWindow\hich\af39\dbch\af31505\loch\f39
* Fixed a problem in the "animate a few times" function. It basically would only animate once, regardless of how many times you told it to animate.\par , which allows you to graphically define sprites. Add your sprite images to your \hich\af39\dbch\af31505\loch\f39 resources\hich\af39\dbch\af31505\loch\f39
* Fixed a problem in the sound. I was itterating through a list of sounds, and the list changed. My foreach loop would break. Changed that. Thanks, Warren for pointing that out.\par , and then make a function to call the OpenEditWindow function (passing it a filename). It will save the sprite definitions to the \hich\af39\dbch\af31505\loch\f39 filename. Then you can add that file to your \hich\af39\dbch\af31505\loch\f39
* Fixed MoveTo - Occasionally the MoveTo will break terribly. If you move the sprite to the position where it is, it will make a vector with NaN (Not a Number) and it throws the sprite off to a place waaaay long away.\par resources and load that\hich\af39\dbch\af31505\loch\f39 new resource.
* Fixed MoveTo - Would occasionally send the sprite off in the wrong direction for a bit. The "last movement" time was not set, so, when a direction was set, it would think it had been kept from moving for some time, and leap forward that amount of time. This resulted in the sprite suddenly being half-way across the screen in a strange location. All fixed.\par \par }{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908 \hich\af39\dbch\af31505\loch\f39 * F}{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid3222827 \hich\af39\dbch\af31505\loch\f39 ix}{\rtlch\fcs1 \af39 \ltrch\fcs0
* Fixed MoveTo(List<Point>). It works much better now. It used to get a slightly off direction (probably a rounding issue) and would not recorrect. It always missed the destination. Changed it to be self correcting.\par \f39\lang9\langfe1033\langnp9\insrsid70908 \hich\af39\dbch\af31505\loch\f39 ed MouseEnterTransparent, MouseLeaveTransparent
* FIxed faster movement to the left than right (due to dropping of decimals instead of rounding)\par \par \hich\af39\dbch\af31505\loch\f39 * Added a number more Sprite creation functions
* Added this release notes file so people can figure out what has changed since the last update.\par \par \hich\af39\dbch\af31505\loch\f39 * Added a number more Sprite.AddAnimation functions
1.0.2\par \par \hich\af39\dbch\af31505\loch\f39 * Allow us to set the ending frame after we animate (which frame do we display when we are done) in AnimateOnce and AnimateJustAFewTimes
* Able to change animation speed\par \par \hich\af39\dbch\af31505\loch\f39 * After a ReplaceImage, it immediately invalidates the sprite and re-draws it.
* Added MoveTo\par \par \hich\af39\dbch\af31505\loch\f39 * Add a series of Events, Sprite.MouseOv\hich\af39\dbch\af31505\loch\f39
* Added Mirroring\par erTransparent, Sprite.MouseEnterTransparent, and Sprite.MouseLeaveTransparent. These check the transparent areas of a sprite to see if you are moving over a solid or transparent area of a sprite. For use if there is a lot of empty area inside a sprite,
1.0.1\par \hich\af39\dbch\af31505\loch\f39 a\hich\af39\dbch\af31505\loch\f39 nd you do not want to trigger a MouseEnter function over the empty region.
* Minor changes (DateTime.Now -> DateTime.UtcNow)\par \par \hich\af39\dbch\af31505\loch\f39 1.0.5
* Change to Payload structure. Was "Object" now it is a class of its own: SpritePayload\par \par \hich\af39\dbch\af31505\loch\f39 * upgraded a lot of documentation. Started the big documentation push
* return sprites at point broken terribly. Would return all the named sprites which had never been displayed. Finding all the sprites in the top-left corner returned a ton of sprites that should not have been there. Now it only returns sprites that have been printed.\par \par \hich\af39\dbch\af31505\loch\f39 - inline documentation updated
1.0.0 Initial Version\par \par \hich\af39\dbch\af31505\loch\f39 - Online documentation file: }{\field{\*\fldinst {\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908 \hich\af39\dbch\af31505\loch\f39 HYPERLINK http://tyounglightsys.ddns.info
} \hich\af39\dbch\af31505\loch\f39 /SpriteLibrary/doc }{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid3222827 {\*\datafield
00d0c9ea79f9bace118c8200aa004ba90b0200000003000000e0c9ea79f9bace118c8200aa004ba90b7c00000068007400740070003a002f002f00740079006f0075006e0067006c0069006700680074007300790073002e00640064006e0073002e0069006e0066006f002f005300700072006900740065004c0069006200
72006100720079002f0064006f0063000000795881f43b1d7f48af2c825dc485276300000000a5ab0003}}}{\fldrslt {\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908 \hich\af39\dbch\af31505\loch\f39 http://tyounglightsys.ddns.info/SpriteLibrary/doc}
}}\sectd \ltrsect\linex0\sectdefaultcl\sftnbj {\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908
\par \hich\af39\dbch\af31505\loch\f39 - Start of a large documentation PDF - Will not see the light of day until 1.0.6
\par \hich\af39\dbch\af31505\loch\f39 * added a SpriteIsBeingDestroyed event. That way you can have code fired off as a particular sprite is being destroyed.
\par \hich\af39\dbch\af31505\loch\f39 * added three events; MouseHover, MouseEnter, and MouseLeave. When the mouse moves over a sprite for the first time, it does the Mouse\hich\af39\dbch\af31505\loch\f39
Enter. When we move off the sprite, it does the MouseLeave, and when we pause over the sprite, it does a MouseHover.
\par \hich\af39\dbch\af31505\loch\f39 * Added sprite opacity. Sprite.opacity = .5;
\par \hich\af39\dbch\af31505\loch\f39 * fixed some issues with transparency and sprites
\par \hich\af39\dbch\af31505\loch\f39 * Fixed my new way to add animations. Th\hich\af39\dbch\af31505\loch\f39 e rotation they use is opposite of what I use. So everything rotated opposite from what was expected.
\par \hich\af39\dbch\af31505\loch\f39 * Added Sprite.MoveTo(Sprite) so a Sprite can target another sprite. The moving sprite will probably need to be moving a bit faster than the destination\hich\af39\dbch\af31505\loch\f39
sprite if the moving sprite hopes to catch up with it.
\par \hich\af39\dbch\af31505\loch\f39 * Added GetSpriteBaseImageCenter and GetSpritePictureboxCenter to find the center-point of the sprite.
\par \hich\af39\dbch\af31505\loch\f39 * Added SpriteComparisonDelegate, the ability to override the sort order (display order) of sprit\hich\af39\dbch\af31505\loch\f39
es. The sort order affects which sprite is printed on top of the other sprites. Whichever one has the highest priority is the one that appears on top of the other ones. The default sort order is created by: }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 SpriteComparisonDelegate}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\insrsid70908 \hich\af40\dbch\af31505\loch\f40 = }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 delegate}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 (}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf17\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 Sprite}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 fi\hich\af40\dbch\af31505\loch\f40 rst, }{\rtlch\fcs1 \af40\afs19
\ltrch\fcs0 \f40\fs19\cf17\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 Sprite}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 second) \{ }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 return}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 first.Zvalue.CompareTo(second.Zvalue); \}; }{\rtlch\fcs1
\af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\insrsid70908
\par }{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\cf1\insrsid70908 \hich\af39\dbch\af31505\loch\f39 The sort function simply compares the Zvalue. A more complex version might be:}{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908
\par }\pard \ltrpar\ql \li0\ri0\widctlpar\wrapdefault\faauto\rin0\lin0\itap0 {\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 delegate}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 (}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf17\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 Sprite}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 first, }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf17\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 Sprite}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 second) \{
\par \hich\af40\dbch\af31505\loch\f40 }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 if}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908
\hich\af40\dbch\af31505\loch\f40 (first.Zvalue != second.Zvalue) }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 return}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 first\hich\af40\dbch\af31505\loch\f40 .Zvalue.CompareTo(second.Zvalue);
\par \hich\af40\dbch\af31505\loch\f40 }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 if}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908
\hich\af40\dbch\af31505\loch\f40 (first.BaseImageLocation.Y != second.BaseImageLocation.Y) }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 return}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 first.BaseImageLocation.Y.CompareTo(second.BaseImageLocation.Y);
\par \hich\af40\dbch\af31505\loch\f40 }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 return}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908
\hich\af40\dbch\af31505\loch\f40 first.BaseImageLocation.X.CompareTo(second.BaseIma\hich\af40\dbch\af31505\loch\f40 geLocation.X);
\par }\pard \ltrpar\ql \li0\ri0\sa200\sl276\slmult1\nowidctlpar\wrapdefault\faauto\rin0\lin0\itap0 {\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 \};}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\insrsid70908
\par }{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908 \hich\af39\dbch\af31505\loch\f39
* Added another way to Add Animations. We can create an animation that is a rotation of a different animation. For example, you can have something rotated by 45 or 90 degrees.
\par \hich\af39\dbch\af31505\loch\f39 * Fixed a bug with large sprites that make other things blink
\par \hich\af39\dbch\af31505\loch\f39 * SpriteController.ResetKeypressState() clears any residual keypress. Sometimes the program misses keys being pressed and released. This clears any memory, and starts it from scratch.
\par \hich\af39\dbch\af31505\loch\f39 1.0.4
\par \hich\af39\dbch\af31505\loch\f39 * \hich\af39\dbch\af31505\loch\f39 fix timing issue with start-animation. It had not been setting the animation start time.
\par \hich\af39\dbch\af31505\loch\f39 * Added ability to change the animation speed of one frame. Works across all sprites. }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\lang9\langfe1033\highlight8\langnp9\insrsid70908 \hich\af40\dbch\af31505\loch\f40
ChangeFrameAnimationSpeed}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 / GetFrameAnimationSpeed}{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908
\par \hich\af39\dbch\af31505\loch\f39 * Added the ability to retur\hich\af39\dbch\af31505\loch\f39 n the count of animations this sprite has (Sprite.AnimationCount)
\par \hich\af39\dbch\af31505\loch\f39 * Added a Sprite.GetImage(animation, frame) so we can retrieve any specific image
\par \hich\af39\dbch\af31505\loch\f39 * added a sprite.unhidesprite function that does the opposite of the hidesprite function.
\par \hich\af39\dbch\af31505\loch\f39 * Fix the getanima\hich\af39\dbch\af31505\loch\f39 tionspeed func to return the real amount
\par \hich\af39\dbch\af31505\loch\f39 * Add a random number generator to the sprite controller
\par \hich\af39\dbch\af31505\loch\f39 *Allow a change to the tick-speed. Default is 10ms.
\par \hich\af39\dbch\af31505\loch\f39 *Add a spriteController.DestroyAllSprites function
\par \hich\af39\dbch\af31505\loch\f39 * Added the ability to replace a sprite frame. (Sprit\hich\af39\dbch\af31505\loch\f39 e.ReplaceImage)
\par \hich\af39\dbch\af31505\loch\f39 * Added a }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\lang9\langfe1033\highlight8\langnp9\insrsid70908 \hich\af40\dbch\af31505\loch\f40 RegisterKeyDownFunction}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 and RegisterKeyUpFunction, as well as the corresponding events on the keyfilter. This allows you to trigger things when a key is pressed and released.}{\rtlch\fcs1 \af39 \ltrch\fcs0
\f39\lang9\langfe1033\langnp9\insrsid70908
\par \hich\af39\dbch\af31505\loch\f39 * Added a function to return all the sprites that inte\hich\af39\dbch\af31505\loch\f39 rsect with a given rectangle
\par \hich\af39\dbch\af31505\loch\f39 * Added a KeysPressed function that returns a list of all the keys which are currently pressed.
\par \hich\af39\dbch\af31505\loch\f39 * Repaired a glitch in playing sounds. Set the stream position back to 0 (the beginning so you can play it a second time)
\par \hich\af39\dbch\af31505\loch\f39 *Repaire\hich\af39\dbch\af31505\loch\f39 d a small bug with the animate-once function that kept rotating the animation once it had finished.\line * Support for large sprites. SpriteController.}{\rtlch\fcs1 \af39
\ltrch\fcs0 \f39\cf1\lang9\langfe1033\highlight8\langnp9\insrsid70908 \hich\af39\dbch\af31505\loch\f39 OptimizeForLargeSpriteImages}{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\cf1\highlight8\insrsid70908 \hich\af39\dbch\af31505\loch\f39
= true/false will resize the sprite and store it in its resized state. It shoul\hich\af39\dbch\af31505\loch\f39 d print the sprite faster this way than if it needs to squish or expand the sprite every time it goes to print it.
\par \hich\af39\dbch\af31505\loch\f39 *Add the ability to specify the starting frame when we tell the sprite to do an animation. }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 public}{\rtlch\fcs1
\af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 }{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 void}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 ChangeAnimation(}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 int}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0
\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 WhichAnimation, }{\rtlch\fcs1 \ab\af40\afs19 \ltrch\fcs0 \b\f40\fs19\cf2\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 int}{\rtlch\fcs1 \ab\af40\afs19 \ltrch\fcs0
\b\f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 StartFrame = 0}{\rtlch\fcs1 \af40\afs19 \ltrch\fcs0 \f40\fs19\cf1\highlight8\insrsid70908 \hich\af40\dbch\af31505\loch\f40 )}{\rtlch\fcs1 \af39 \ltrch\fcs0
\f39\lang9\langfe1033\langnp9\insrsid70908
\par \hich\af39\dbch\af31505\loch\f39 1.0.3
\par \hich\af39\dbch\af31505\loch\f39 * Fixed a problem in the "animate a few times" function. It basically would only animate once, regardless of how many times you told it to animate.
\par \hich\af39\dbch\af31505\loch\f39 * Fixed a problem in the sound. I was itterating through a list of sounds, and t\hich\af39\dbch\af31505\loch\f39 he list changed. My foreach loop would break. Changed that. Thanks, Warren for pointing that out.
\par \hich\af39\dbch\af31505\loch\f39 * Fixed MoveTo - Occasionally the MoveTo will break terribly. If you move the sprite to the position where it is, it will make a vector with NaN (Not a Nu\hich\af39\dbch\af31505\loch\f39
mber) and it throws the sprite off to a place waaaay long away.
\par \hich\af39\dbch\af31505\loch\f39 * Fixed MoveTo - Would occasionally send the sprite off in the wrong direction for a bit. The "last movement" time was not set, so, when a direction was set, it would think it had been kept f
\hich\af39\dbch\af31505\loch\f39 rom moving for some time, and leap forward that amount of time. This resulted in the sprite suddenly being half-way across the screen in a strange location. All fixed.
\par \hich\af39\dbch\af31505\loch\f39 * Fixed MoveTo(List<Point>). It works much better now. It used to get a slightly off\hich\af39\dbch\af31505\loch\f39
direction (probably a rounding issue) and would not recorrect. It always missed the destination. Changed it to be self correcting.
\par \hich\af39\dbch\af31505\loch\f39 * FIxed faster movement to the left than right (due to dropping of decimals instead of rounding)
\par \hich\af39\dbch\af31505\loch\f39 * Added this release note\hich\af39\dbch\af31505\loch\f39 s file so people can figure out what has changed since the last update.
\par \hich\af39\dbch\af31505\loch\f39 1.0.2
\par \hich\af39\dbch\af31505\loch\f39 * Able to change animation speed
\par \hich\af39\dbch\af31505\loch\f39 * Added MoveTo
\par \hich\af39\dbch\af31505\loch\f39 * Added Mirroring
\par \hich\af39\dbch\af31505\loch\f39 1.0.1
\par \hich\af39\dbch\af31505\loch\f39 * Minor changes (DateTime.Now -> DateTime.UtcNow)
\par \hich\af39\dbch\af31505\loch\f39 * Change to Payload structure. Was "Object" now it is a class of its own: SpritePayload
\par \hich\af39\dbch\af31505\loch\f39 * return sprites at point broken terribly. Would return all the named sprites which had never been displayed. Finding all the sprites in the top-left corner returned\hich\af39\dbch\af31505\loch\f39
a ton of sprites that should not have been there. Now it only returns sprites that have been printed.
\par \hich\af39\dbch\af31505\loch\f39 1.0.0 Initial Version}{\rtlch\fcs1 \af39 \ltrch\fcs0 \f39\lang9\langfe1033\langnp9\insrsid70908
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