Release v4.28.2#25
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Sprite(and thereforeAnimatedSprite) can now be constructed and used without a runningWindow/Applet, which previously crashed the whole JVM viaSystem.exit().Sprite()'s constructor builds aText, whose constructor eagerly loaded the library's default font through the Processing asset pipeline. With no liveApplet, that load failed and the asset-error reporter calledSystem.exit().Fontnow defers loading the underlying font file until it is actually needed (the firstgetFont()call during rendering), instead of doing it synchronously in its constructor. This matches how the library already preloads assets in the background once aWindowis running (Applet.loadAssets()), and doesn't change behavior for normal (non-test) usage.Sprite.ifOnEdgeBounce()used to throw aNullPointerExceptionif called before the sprite was added to a stage (it read stage border fields unconditionally). It's now a no-op in that case, consistent with how other stage-dependent drawing code already guards onstage == null.Together these make it possible to unit test a
Spritesubclass's movement/geometry logic (and nowrun(), as long as it doesn't touch other stage-dependent queries) without spinning up a real window - which is exactly what the newly addedSpriteTest,AnimatedSpriteTest, andFontTestdo.Note: sprites with costumes still require a live
Appletto construct, since loading actual image pixel data (width/height) is inherent to adding a costume - this only unblocks bareSprite/AnimatedSpriteconstruction and costume-free logic.