To avoid having cards bounce up and down when you hold the mouse cursor near the bottom of the hand, don't update the active sprite every frame; rather, only update it at certain key times.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3526 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -365,6 +365,9 @@ public abstract class CardPanel extends VirtualMediaPanel
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addSprite(cs);
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addSprite(cs);
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cs.fadeIn(i * cardDuration, cardDuration);
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cs.fadeIn(i * cardDuration, cardDuration);
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}
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}
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// make sure we have the right card sprite active
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updateActiveCardSprite();
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}
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}
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/**
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/**
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@@ -746,6 +749,9 @@ public abstract class CardPanel extends VirtualMediaPanel
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*/
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*/
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protected void updateHandOffsets ()
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protected void updateHandOffsets ()
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{
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{
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// make active card sprite is up-to-date
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updateActiveCardSprite();
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int size = _handSprites.size();
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int size = _handSprites.size();
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for (int i = 0; i < size; i++) {
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for (int i = 0; i < size; i++) {
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CardSprite cs = (CardSprite)_handSprites.get(i);
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CardSprite cs = (CardSprite)_handSprites.get(i);
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@@ -871,15 +877,6 @@ public abstract class CardPanel extends VirtualMediaPanel
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}
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}
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}
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}
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// Documentation inherited.
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protected void didTick (long tickStamp)
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{
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super.didTick(tickStamp);
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// update active card sprite
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updateActiveCardSprite();
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}
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/**
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/**
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* Updates the active card sprite based on the location of the mouse
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* Updates the active card sprite based on the location of the mouse
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* pointer.
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* pointer.
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@@ -974,6 +971,7 @@ public abstract class CardPanel extends VirtualMediaPanel
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{
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{
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public void pathCompleted (Sprite sprite, Path path, long when)
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public void pathCompleted (Sprite sprite, Path path, long when)
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{
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{
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updateActiveCardSprite();
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maybeUpdateOffset((CardSprite)sprite);
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maybeUpdateOffset((CardSprite)sprite);
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}
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}
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