URL:
  <http://gna.org/bugs/?24488>

                 Summary: No delay for movement occurring offscreen
                 Project: Battle for Wesnoth
            Submitted by: defender1031
            Submitted on: Wed 02 Mar 2016 07:57:55 PM UTC
                Category: Feature Request
                Severity: 1 - Wish
                Priority: 5 - Normal
              Item Group: User Interface
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
                 Release: All
        Operating System: All

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Details:

When creating stories, a WML author will often want to have focus remain on
their main character and have a unit come up to them from elsewhere on the map
to speak, or to have a unit that was near the leader leave to go elsewhere.
Depending on screen resolution, zoom level, etc., this starting or ending
point may or may not be currently visible on the user's screen from the
leader's focal point. In order to stay focused on the leader, [lock_view] can
be used in conjunction with [move_unit] and force_scroll=no. However, if the
second unit's movement includes an area beyond the visible edges of the screen
when doing so, the [move_unit] command still causes a noticeable delay, equal
to the time it takes for the unit to actually be shown moving. Therefore, WML
authors are forced to either subject their users to a pointless waiting period
while the unit's offscreen movement occurs, or pick an arbitrary starting
point, hoping that it's far enough away that it's outside the frame for the
majority of users but close enough that the delay is tolerable. (This
arbitrary picking of some point is made worse by the zoom feature, which, due
to its existence, means that the potentially visible frame can range from
nearly nothing, to the entire map being in view at once.) I therefore propose
either:

A: An additional possibility of force_scroll=no_delay which says not only to
not scroll to the unit, but to completely skip any portion of the movement
which is not visible
B: An additional boolean attribute for [move_unit] of offscreen_delay which
defines what the behavior should be
C: Simply making no delay for offscreen movement the behavior in this case, as
there are not very many times when it makes sense to have the game locked up
by the execution of some event's actions but not actually currently showing
anything happening.

One concern to be aware of though, especially with C, is that if there's a
movement which causes a unit to leave the frame and then come back in from a
different position (such as a very twisted tunnel which the unit is navigating
down whose middle curves outside the visible frame such that both ends are
currently within it, or more simply a move command which, using multiple
coordinates, causes the unit to leave the frame and return within the same
movement), it might look strange if the offscreen portion of that movement
takes no time to traverse. Therefore, I would propose that if this is
implemented, that it only skip the offscreen delay from the beginning and the
end of a movement, but if there is offscreen time sandwiched by two separate
onscreen appearances, that that delay be left in.

If any of this needs clarification, let me know. I realize it's somewhat
complicated to describe in words and may not be worded the best.




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