<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>GDIdotNETgames Work Item Rss Feed</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/List.aspx</link><description>GDIdotNETgames Work Item Rss Description</description><item><title>CREATED ISSUE: Infinite Loop on Squeeze Between Sprite and Map Edge</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2109</link><description>The pushback for sprite collisions with the map edge is directly away from the map edge.&lt;br /&gt;The pushback for sprite collisions with another sprite is the reversal of the intersecting movement.&lt;br /&gt;When these conflict it results in just pushing back and forth in an endless loop.&lt;br /&gt;The if-else structure resolves priority for each in turn but they get into a situation where they alternate.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Sun, 04 May 2008 21:21:22 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Infinite Loop on Squeeze Between Sprite and Map Edge 20080504092122P</guid></item><item><title>CREATED FEATURE: Help-&gt;About Dialog with Root Folder Information</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2108</link><description>Provide a &amp;#34;Help&amp;#62;About&amp;#34; dialog box &amp;#40;needed anyway&amp;#41;.&lt;br /&gt;As part of this dialog box show the full path name for the application&amp;#39;s root install hidden system folder so the user may modify the game content.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Sun, 04 May 2008 12:49:01 GMT</pubDate><guid isPermaLink="false">CREATED FEATURE: Help-&gt;About Dialog with Root Folder Information 20080504124901P</guid></item><item><title>CREATED FEATURE: AI Plug-Ins</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2103</link><description>Very long term goal...&lt;br /&gt;&amp;#40;after all, there is no AI anything yet or even anything for an AI to do&amp;#41;&lt;br /&gt;Provide a mechanism for the user to add plug-ins to provide AI functions without re-compiling game code &amp;#40;i.e. an entry in a save game XML file, easily edited by the user, pointing to the AI plug-in to use&amp;#41;.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 15:49:19 GMT</pubDate><guid isPermaLink="false">CREATED FEATURE: AI Plug-Ins 20080503034919P</guid></item><item><title>REOPENED ISSUE: Mouse Wheel Tie to Zoom Bar</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1917</link><description>Need to add support for the mouse wheel to zoom in and out by manipulating the zoom bar programatically on mouse wheel events.&lt;br /&gt;Need to do this during sprite drag operations as well as normal operation.&lt;br /&gt;&lt;br /&gt;This one should be easy - something like handle MouseWheel event, vScrollBarZoom.Value &amp;#43;&amp;#61; e.Delta and that is it.&lt;br /&gt;Comments: ** Comment from web user: IrishBouzouki ** &lt;p&gt;&lt;/p&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 15:41:53 GMT</pubDate><guid isPermaLink="false">REOPENED ISSUE: Mouse Wheel Tie to Zoom Bar 20080503034153P</guid></item><item><title>COMMENTED ISSUE: Mouse Wheel Tie to Zoom Bar</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1917</link><description>Need to add support for the mouse wheel to zoom in and out by manipulating the zoom bar programatically on mouse wheel events.&lt;br /&gt;Need to do this during sprite drag operations as well as normal operation.&lt;br /&gt;&lt;br /&gt;This one should be easy - something like handle MouseWheel event, vScrollBarZoom.Value &amp;#43;&amp;#61; e.Delta and that is it.&lt;br /&gt;Comments: ** Comment from web user: IrishBouzouki ** &lt;p&gt;Completed. Will be in next upload.&lt;/p&gt;&lt;p&gt;&amp;#42;&amp;#42; Closed by IrishBouzouki 4&amp;#47;26&amp;#47;2008 6&amp;#58;28 AM&lt;/p&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 15:41:53 GMT</pubDate><guid isPermaLink="false">COMMENTED ISSUE: Mouse Wheel Tie to Zoom Bar 20080503034153P</guid></item><item><title>REOPENED ISSUE: Map Pan on Sprite Drag Near Edge</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1916</link><description>Map needs to support automatic panning when dragging sprite near the display edge, with increasing speed of pan closer to the display edge.&lt;br /&gt;_But_ also need to stop pan when actual world map edge reached.&lt;br /&gt;&lt;br /&gt;Related - need to prevent sprites from being dragged so that they are entirely&amp;#47;partially off world map.&lt;br /&gt;&lt;br /&gt;Need some consideration for drag and drop to&amp;#47;from other control areas, when fixing these issues.&lt;br /&gt;Comments: ** Comment from web user: IrishBouzouki ** &lt;p&gt;&lt;/p&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 15:40:48 GMT</pubDate><guid isPermaLink="false">REOPENED ISSUE: Map Pan on Sprite Drag Near Edge 20080503034048P</guid></item><item><title>COMMENTED ISSUE: Map Pan on Sprite Drag Near Edge</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1916</link><description>Map needs to support automatic panning when dragging sprite near the display edge, with increasing speed of pan closer to the display edge.&lt;br /&gt;_But_ also need to stop pan when actual world map edge reached.&lt;br /&gt;&lt;br /&gt;Related - need to prevent sprites from being dragged so that they are entirely&amp;#47;partially off world map.&lt;br /&gt;&lt;br /&gt;Need some consideration for drag and drop to&amp;#47;from other control areas, when fixing these issues.&lt;br /&gt;Comments: ** Comment from web user: IrishBouzouki ** &lt;p&gt;Completed. In next release.&lt;/p&gt;&lt;p&gt;&amp;#42;&amp;#42; Closed by IrishBouzouki 5&amp;#47;2&amp;#47;2008 3&amp;#58;55 AM&lt;/p&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 15:40:48 GMT</pubDate><guid isPermaLink="false">COMMENTED ISSUE: Map Pan on Sprite Drag Near Edge 20080503034048P</guid></item><item><title>COMMENTED ISSUE: Map Pan on Sprite Drag Near Edge</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1916</link><description>Map needs to support automatic panning when dragging sprite near the display edge, with increasing speed of pan closer to the display edge.&lt;br /&gt;_But_ also need to stop pan when actual world map edge reached.&lt;br /&gt;&lt;br /&gt;Related - need to prevent sprites from being dragged so that they are entirely&amp;#47;partially off world map.&lt;br /&gt;&lt;br /&gt;Need some consideration for drag and drop to&amp;#47;from other control areas, when fixing these issues.&lt;br /&gt;Comments: ** Comment from web user: IrishBouzouki ** &lt;p&gt;Issue actually moved to a couple others that cropped up - pan too fast and rotation off world map edge&lt;/p&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 15:40:14 GMT</pubDate><guid isPermaLink="false">COMMENTED ISSUE: Map Pan on Sprite Drag Near Edge 20080503034014P</guid></item><item><title>CREATED ISSUE: Sprite Drag Rotation Collision With World Map Edge</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2102</link><description>Need to detect on rotation when collision with world map edge &amp;#40;not just camera viewport edge&amp;#41; occurs and if collision is detected reset mouse to last position and reverse transformation.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 15:37:45 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Sprite Drag Rotation Collision With World Map Edge 20080503033745P</guid></item><item><title>CREATED ISSUE: Pan Too Fast for User to Interrupt</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2101</link><description>Pan calls to AutoNudge need to use a threaded timer to allow painting via update to catch up and the user to stop panning where they want.&lt;br /&gt;Have to use Update&amp;#40;&amp;#41; because Invalidate&amp;#40;&amp;#41; does not cause repainting while mouse is down&amp;#47;captured.&lt;br /&gt;Timer needs to be threaded because windows forms timers do not fire while mouse is down&amp;#47;captured. Hopefully threaded timer with a delegate&amp;#47;BeginInvoke&amp;#40;&amp;#41; back to the UI thread will work&amp;#63;&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 15:35:17 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Pan Too Fast for User to Interrupt 20080503033517P</guid></item><item><title>CREATED ISSUE: Animation Pauses During Sprite Drag Operation</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2098</link><description>This is because &amp;#40;near as I can tell&amp;#41; some windows forms events do not fire while the mouse is down, or at least are queued up until the mouse is released. I know scroll bar events still work but I know windows forms timers do not &amp;#40;perhaps a thread timer would - but that would require an invoke to fire animation updates back onto the UI thread&amp;#41;. Minor issue at most. Probably will not worry about it at all, we will see, but worth noting.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 03 May 2008 11:40:44 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Animation Pauses During Sprite Drag Operation 20080503114044A</guid></item><item><title>CLOSED ISSUE: Map Pan on Sprite Drag Near Edge</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1916</link><description>Map needs to support automatic panning when dragging sprite near the display edge, with increasing speed of pan closer to the display edge.&lt;br /&gt;_But_ also need to stop pan when actual world map edge reached.&lt;br /&gt;&lt;br /&gt;Related - need to prevent sprites from being dragged so that they are entirely&amp;#47;partially off world map.&lt;br /&gt;&lt;br /&gt;Need some consideration for drag and drop to&amp;#47;from other control areas, when fixing these issues.&lt;br /&gt;Comments: Completed. In next release.</description><author>IrishBouzouki</author><pubDate>Fri, 02 May 2008 10:55:49 GMT</pubDate><guid isPermaLink="false">CLOSED ISSUE: Map Pan on Sprite Drag Near Edge 20080502105549A</guid></item><item><title>CREATED ISSUE: Scroll/Zoom Bars Do Not Match Viewport on File Open/New</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2023</link><description>When a file is first opened &amp;#40;or a new file is loaded&amp;#41; the scroll and zoom bars retain their former setting but the viewport now shows the game in its &amp;#39;default&amp;#39; state.&lt;br /&gt;As soon as any of the bars are moved this is corrected.&lt;br /&gt;&lt;br /&gt;Either...&lt;br /&gt;&amp;#40;a&amp;#41; Set scroll&amp;#47;zoom bars to &amp;#39;default&amp;#39; when a file is new&amp;#47;opened, or...&lt;br /&gt;&amp;#40;b&amp;#41; Immediately apply the transofrms for the current scroll&amp;#47;zoom bar settings when a file is new&amp;#47;opened.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Sat, 26 Apr 2008 21:07:07 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Scroll/Zoom Bars Do Not Match Viewport on File Open/New 20080426090707P</guid></item><item><title>CLOSED ISSUE: Mouse Wheel Tie to Zoom Bar</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1917</link><description>Need to add support for the mouse wheel to zoom in and out by manipulating the zoom bar programatically on mouse wheel events.&lt;br /&gt;Need to do this during sprite drag operations as well as normal operation.&lt;br /&gt;&lt;br /&gt;This one should be easy - something like handle MouseWheel event, vScrollBarZoom.Value &amp;#43;&amp;#61; e.Delta and that is it.&lt;br /&gt;Comments: Completed. Will be in next upload.</description><author>IrishBouzouki</author><pubDate>Sat, 26 Apr 2008 13:28:03 GMT</pubDate><guid isPermaLink="false">CLOSED ISSUE: Mouse Wheel Tie to Zoom Bar 20080426012803P</guid></item><item><title>CREATED ISSUE: Sprite Groups</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2020</link><description>Another cc class, this one takes groups of sprites and replaces them on the map with a unified control that paints as each sprite separately but uses a combined union region and intercept any mouse events before they are processed by child sprites within the group - so you move the entire group like a single sprite &amp;#40;ie wheel about the corners of the group rather than individual sprites&amp;#41; but it is painted as individual sprites.&lt;br /&gt;&lt;br /&gt;Groups would be broken up by a context menu action. Groups would be formed by.... well, to be determined.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Fri, 25 Apr 2008 23:04:23 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Sprite Groups 20080425110423P</guid></item><item><title>CREATED ISSUE: Sprite Collision</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=2019</link><description>Sprites have regions, it should not be complicated to determine during sprite drag operations if they are colliding with other sprites and if so reset the position&amp;#47;rotation&amp;#47;whatever to the last pre-collision point.&lt;br /&gt;Care is needed when sprites are snapped to one another that they are not yet considered collided or it might mean they can not initiate movement of any kind.&lt;br /&gt;Also setup will need some care to avoid &amp;#40;as in the current file&amp;#41; overlapping sprites for the same reason.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Fri, 25 Apr 2008 23:00:46 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Sprite Collision 20080425110046P</guid></item><item><title>CREATED ISSUE: Sprite Agents and Sprite Objects</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1947</link><description>The current ccSprite class is really what I would call a &amp;#34;Sprite Agent&amp;#34;, a control moved around by the player as part of playing the game.&lt;br /&gt;&lt;br /&gt;There is also a need for a very similar class which I would call a &amp;#34;Sprite Object&amp;#34;.&lt;br /&gt;&lt;br /&gt;Sprite Objects would be placed on the map in the editor and would then not be moveable by players in-game. Their control regions would still be used &amp;#40;for interesection collision with sprite agents the player would move - unlike sAgent-sAgent or sObject-sObject overlaps sAgent-sObject overlaps will still be permitted&amp;#41;, but for a sprite object the control region would be tight-fitting rather than rotated rectangular. They would still have tool tips with their names and might still have a context menu - I am not quite sure yet.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Wed, 23 Apr 2008 00:09:33 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Sprite Agents and Sprite Objects 20080423120933A</guid></item><item><title>CREATED ISSUE: More Representative Game Artwork and Default XML</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1940</link><description>I _will_ get this, soon. It was not a priority for doing my own coding in private because I know at least some stuff I want to do. But for public consumption it needs improvement to give a better idea.&lt;br /&gt;&lt;br /&gt;Sub-tasks&amp;#58;&lt;br /&gt;1. Map bitmap file &amp;#40;1800x1200 pixels, overhead terrain view - can have different resolution since the map custom control knows to stretch it on load&amp;#41;&lt;br /&gt;2. Many sprite bitmap files &amp;#40;40 pixels wide, height depends on content - can eventually have different resolution, but right now just yet I do not think the code has the little bits in there to support scaling it&amp;#41;&lt;br /&gt;3. Representative positioning of sprites on map in the XML file.&lt;br /&gt;&lt;br /&gt;I do not know how well CodePlex hosting support image files for something like this. There may be a space limit which I will run into so anything that goes up here will likely be sprites with just a few different actual image files, even though in the final product there is no reason beyond download time why that needs to be the case.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Tue, 22 Apr 2008 10:16:59 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: More Representative Game Artwork and Default XML 20080422101659A</guid></item><item><title>CREATED ISSUE: Cursor Artwork</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1939</link><description>Need better cursors &amp;#40;argh, more artwork&amp;#41;, especially for the sprite drag rotate functions, to make it more intuitive to the user what they can do.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Tue, 22 Apr 2008 10:08:36 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Cursor Artwork 20080422100836A</guid></item><item><title>CREATED ISSUE: Sprite Drag "Navigation Aids"</title><link>http://www.codeplex.com/GDIdotNETgames/WorkItem/View.aspx?WorkItemId=1938</link><description>There needs to be some &amp;#34;aids to navigation&amp;#34; drawn on the map during sprite drag operations. To permit the sprite drag to be lined up or set at range against map terrain or enemy sprites as the user wishes. Some particulars of this will be handled by context menu items as well, especially those too hard for a user with a mouse to do &amp;#40;ie snap to enemy edge&amp;#47;corner etc&amp;#41;. But the aids need to be good enough to give the user dragging the sprite an idea.&lt;br /&gt;</description><author>IrishBouzouki</author><pubDate>Tue, 22 Apr 2008 10:07:18 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Sprite Drag "Navigation Aids" 20080422100718A</guid></item></channel></rss>