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 _______________________________________________________ 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. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?24488> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs