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An early experimenal version of Foggy Windows. While its outward appearance is very similar to the final version, a significant number of architectural changes went in to accomodate real-time collision checking against 40 tracking nodes. The basic "fade to opaque" behavior is governed by the custom function:

public function doStuff(){
if(this._alpha < maxAlpha){
this._alpha += fadeInRate;
}
}
which must run every frame, on every tile. This image was also dark enough to cause feedback problems in the system, meaning that certain tiles, when activated, would become dark enough to trigger themselves. This problem governed the color gamut that we would adhere to through the rest of development.

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Last Update Date: March 15, 2005



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