{"push_id":1576261774,"size":19,"distinct_size":0,"ref":"refs/heads/master","head":"3e95396d9811bac159c3001fd721f313bb4c2cb4","before":"b65c059214e363f99807cdf20698fa683ca9965d","commits":[{"sha":"9bc789797e1c7a010863067f6dbadbea7229d766","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"moved to a new branch, worked heavily on modifying the node clases so that they include all animation drawables, this way it will be possible to dynamically obtain those drawables easily and modify them in the case of defined events.  Finished modifying all current classes, about to work on getting intermediate events between animations to occur","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/9bc789797e1c7a010863067f6dbadbea7229d766"},{"sha":"b6b5d349a3aa1828a1c5b12a9510d6841a7b40ab","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"have a working animation interuption mechanic!  It correctly sets up a split animation between nodes, and with this we can interject an animation anywhere when requirements are met.  Minor issues with not including the initial image, if the number of frames in the animation is 1 (ie from tv to living room) then it displays a blank screen because we don't include the initial frame in the animation, only the final frame. Minor issue can be fixed later. Now we might want to implement some sort of abstract factory so we can churn out Intermediate Frames for lots of different scenarios","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/b6b5d349a3aa1828a1c5b12a9510d6841a7b40ab"},{"sha":"ec786a3e467f641ed8bb3dc1d2af3f37236e51c1","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"added more to the apprartment, added the spook counter change to the spook press so it should not duplicate itself","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/ec786a3e467f641ed8bb3dc1d2af3f37236e51c1"},{"sha":"8158b477d10768457cbbbdbde70040e564d3e50a","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"started work on a different logical method of storing the data, but it isn't quite panning out for me yet.  Trying to store the image information per standable location, ie. window or living room, and then store a list of all the possible nodes that are viewable from there and automatically handle all possible clickable events from within this location class.  Individual nodes would still have all animation data.  Would also like to have onode per data object, ie. only have one couch not couchFromLivRoom, couchFromWindow, etc.  Haven't thought of a good way to do that yet... Maybe all nodes would be abstract, and once initialized in the location the animation information would be generated o that each node associates the animations with the location","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/8158b477d10768457cbbbdbde70040e564d3e50a"},{"sha":"001c480309dd96d7ac00e2a62713ed3ec5d3b2ee","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"added more frames and stuff, more of matt's house is mapped.This frickin sucks matt, why didn't you keep the images in order when you saved them, I have to try to figure out what the animations are and which ones are the actual static images, I know these were dummy placeholder things but it would have been nice if you ordered them more","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/001c480309dd96d7ac00e2a62713ed3ec5d3b2ee"},{"sha":"3a77b20797b3e8255d35b88152f24346ad6b008c","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"made a new branch, trying to improve the inteface creation, trying to make it so the focus is on *locations, which are the red dots on the drive image, and scenes, which are just viewable objects and not places that chang e the scene perspective.  Trying to make it so there are locations,, and each location has  alist of all the scenes viewable from that location.  In addition, locations are also *scenes* because locations are viewable.  Hence, the old node interface became scene, and a new interface specific for locations to allow the grabbing of parent data called node, might be a better name than node but it works for now","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/3a77b20797b3e8255d35b88152f24346ad6b008c"},{"sha":"013b347ffdd1b2f044faab730173dedeffc5596c","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"modified all of the scenes to be correct, don't want to toot my horn, but the classes seem a lot cleaner now and easier to instansiate because simple animations (moving left and right) are all handled by the class reflection provided by each location, so you only need to worry about adding special animations and special clickables.  Might even get a way to make those easeir to add too, but right now I'm just hoping when I finish the location stuff that everything is still working.  If it is, then we won't have to singlehandedly specify all the xml files AND clickable node transitions statically","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/013b347ffdd1b2f044faab730173dedeffc5596c"},{"sha":"cc2573bb66890b8abf2b57eb832fb8983a064197","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"getting more locations done, theoretically solved an issue associated with infinite node generation due to an infinite graph structure caused by creating nodes when locations were initialized.  Pass null in to generate scenes, pass in the this object to stop scene generation and only create the node of the location, also have reflection down for the Location class and finding the right animation files... now I just need to rename the animation files.  I wish the names weren't that important, but with no directory structure this is the easiest way I can see how to automatically incorporate new animation files without adding them to the code by hand","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/cc2573bb66890b8abf2b57eb832fb8983a064197"},{"sha":"b0769a6779ed0420b6be7fe8b7ae824c2a48d36e","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"finished updating the classes starting to debug, the reflection isn't finding the drawable field in the R class right now","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/b0769a6779ed0420b6be7fe8b7ae824c2a48d36e"},{"sha":"ff763610236f7e40b8fccfcc498920f7bda7f112","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"removed reflection, use getIdentifier instead, apparently this method is slower but I couldn't get access to the right R folder, even using the CONTEXT value, I just couldn't figure out the project path from the CONTEXT, and android doesn't like you referencing R from outside the CONTEXT, I think.  Also I was overwritting the old animations, so I changed all the set Animation methods to be appending animations instead, since special animations are set in individual scenes","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/ff763610236f7e40b8fccfcc498920f7bda7f112"},{"sha":"5c778169c412d3c3337aa637928eaaa9373c60a9","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"added some files, really neat! Now if a file is named wrong we can just check out what the name should be.  Exception handling isn't nice, it just breaks right now though... oh well","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/5c778169c412d3c3337aa637928eaaa9373c60a9"},{"sha":"329f9a006ce2fcb0d4ae8a11ab2a69cb1d990ef3","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"have everything almost working great, mid animation spook guy doesn't work, but that was kinda expected.  Currently pressing up makes the source scene the previous scene, gotta fix that","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/329f9a006ce2fcb0d4ae8a11ab2a69cb1d990ef3"},{"sha":"6ecd9cd7faf5140a84e24aa1bc64404ea92ca3e7","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"realized I was doing object oriented incorrectly to try to minimze the amount of code... Each location should be a node, as in a place you can stand, but nodes shouldn't also be considered scenes.  There are multiple *scenes* of a node depending on the node you are standing at... So I should go back gthrough and change that logic around.  Make a new scene for each *view* in the game, (i.e. CouchFromWindow, CouchFromHallway, LivingRoomFromWindow, etc.) then remove the scene logic from the locations.  Honestly, that would make everything make much more sense anyway because then I can get rid of all the stupid special *coming from here* logic stuff since that will be inheriently encoded in where the view is coming from","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/6ecd9cd7faf5140a84e24aa1bc64404ea92ca3e7"},{"sha":"b66d35ee9eef31793fed03cff1f2123bfdf10e99","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"added a scene for each area in the house, direction is taken care of by the locations, might be an even better way to represent the relationship between moving to places based on current location, but I think the way it is is pretty ok for now... again","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/b66d35ee9eef31793fed03cff1f2123bfdf10e99"},{"sha":"a4cda97e8c71fc5b23c9ceabc692d6a9bbcc1ff6","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"Mid-Animation modifications work, had to move in the currentLocation set state update in animation onFinish,\n;","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/a4cda97e8c71fc5b23c9ceabc692d6a9bbcc1ff6"},{"sha":"ffa1f4f8f6218bee4b03dcbe21630a84c4307c8f","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"for the back arrow to work, you need to specify the moveback_ prefix and append the current scene (i.e. sink) and then the parent location name (i.e. bathroom) to the string.  Parent locations are not passed around to prrve memory and make it easier for the JVM to free, think of the naming as *moving back from a sink view to a bathroom view* on click, the back location should be the location that the 2nd string value is visible from, i.e. bathroom.  All locations should have handling code for coming from certain locations, and if it is a location you back up from you enter the location facing the same direction you backed up from","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/ffa1f4f8f6218bee4b03dcbe21630a84c4307c8f"},{"sha":"f9c152444d66963c7a2a657b52c778122ed7ec9e","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"just changed some spacing and renamed some methods to make more sense","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/f9c152444d66963c7a2a657b52c778122ed7ec9e"},{"sha":"c5dcc9267a923d4c71a4744516f3c55592067e8f","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"created interfaces for DetailedLocations and DetailedScenes, which are extensions of locations and scenes respectively.  Detailed instances provide methods for setting the parentLocation of a detailed Location, and setting the detailed parent location for a scene.  Detailed scenes and locationwere created to support the idea of *inspecting* a detail in the game, for instance, say we have a scene where we look at the table from the living room, and lets also say we can zoom in on the table and get a more detailed look at it.  Instead of creating a generic location, the tableZoom would be a detailedLocation and all scenes associated with it would be detailed scenes.  These detailed scenes support exiting the detailedLocation by pressing back and reverting to the currentScene provided by the parentLocation stored in the detailedParentLocation","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/c5dcc9267a923d4c71a4744516f3c55592067e8f"},{"sha":"3e95396d9811bac159c3001fd721f313bb4c2cb4","author":{"name":"Scenick-Panick","email":"eff9f54bc2603d8228a21e76245ebd87e8a70234@gmail.com"},"message":"modified the way in which clickables and animations are loaded in an attempt to improve the memory utilization of the system.  Clickables AND animations for a given scene are loaded upon the completion of an animation with respect to the previous scene.  MainActivity, onAnimationFinish, has code to update the currentLocation based on movement, set the currentScene based on the where we came from, and then sets the clickables for the currentLocation by accessing a given scene's setClickables method.  Once the clickables are set, the animations can be set based on the clickables available in the given scene instead of for all scenes visible from the current location when the location is created.  It is possible to revert to the old method of setting the animations by using the setAllSceneAnimations method, but since this method requires all clickables for all attached scenes, the clickables would also have to revert tofinalized clickables for each potential set of clickable types in a given frame.  It wouldn't take that much work to revert to the complete method if that is what we decided to do, or if we found out that loading the animations for each scene transition was unoptimal and it was more efficient to just load all the animations for each location upon location change","distinct":false,"url":"https://api.github.com/repos/m0pt0pmatt/PrettySpoooky/commits/3e95396d9811bac159c3001fd721f313bb4c2cb4"}]}
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