has gone by. This prevents us from getting shafted by double clicks.
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- invalid coordinates are traversable.
- check to see if an out-of-bounds node is requested and gracefully create it.
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separately in the game manager and controller which can then get unhappily
out of sync.
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move there and prevent more than one user from occupying a portal.
Removed unused method.
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anything, but it was required to make sprites walk off/on-screen.
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(useful when the path is actually operating in virtual coordinates which
are mapped to scrolled view coordinates by the pathable).
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simple line path calculations that don't suffer from the accumulated
rounding errors that our previous method did.
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peacable continued frame painting in cases where a component gets in a bad
way and fails to paint itself happily.
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asynchronous notification when initialization is complete.
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(the main client thread, which will generally be the AWT thread unless the
client is being used in a situation where there is no AWT) to avoid bad
thread clashy.
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a) use an ObserverList in SAFE_IN_ORDER_NOTIFY mode which circumnavigates
any funny business like observers being added or removed while we're
notifying the observers.
b) require that the clients be notified on the main client thread
(generally the AWT thread) by using the invoker; we had a problem
previously where clientDidLogoff() was being called by the communicator's
writer thread which caused all hell to break loose because everything
outside the client networking layer depends on running on the same thread.
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incremented whenever the game is reset. Games that don't make use of the
resetting functionality essentially consist of a single round.
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directions, otherwise movement in one direction will unnecessarily reset
the "move stamp" for the other direction in which we didn't actually move.
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follow a path (specifically, I want to allow the media panel to be
"scrolled" along a path).
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interpreted according to a globally established base time.
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