location. This could possibly break something that depended on the old
behavior, so we'll have to watch for broken things and make them right.
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creation of this class).
- Track when all the sparks have moved outside the bounds of the animation
and end it then.
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- Added a 'fade' parameter so that you can decide if you want the
fade-out option.
- Renamed some other parameters.
- Fixed it so that it never paints outside its bounds.
- There is wacky broken behavior with the starting x/y velocities
that does unexpected things. It should probably be removed and handled
by code using this class, but it's called from too many places for me
to feel comfortable making that big a change.
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FloatingTextAnimation which is more sensibly named and in a place where
everyone who wants to use it can do so without creating a pointless
dependency on the puzzle code.
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be used by sprites and animations. Ray is now thinking, "Why do we have
this wacky difference between sprites and animations?" but changing it now
would be a massive amount of typing that I'm not super interested in
doing. In any case factoring out the "effects" into separate classes is
still useful because frequently one wants to combine them in crazy ways
that would not be possible with a FadeSprite or FadeAnimation.
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different things in. Created FadeImage and FadeLabel derivations.
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has been changed, except the names to protect the innocent.
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we want to do most of the time anyway (in cases where we don't care about
whether an animation is "interesting" with regard to puzzle action).
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the first time. This is the only indication that things are really
underway and it's a fine time to do things like play sounds that are
synchronized with that media and do other fun stuff.
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timestamp so that we can switch frame rate on the fly.
- added setLength() to use a subset of the sequence
- added setResetOnInit() so that the sequencer can be swapped into a new
animation without being reset if desired.
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- All images are loaded through the image manager
- Architected to allow the use of prepared or unprepared images (and
volatile images when the day comes that they support alpha)
- Tunable caches for images and tiles
- Resource manager caches unpacked resources on the filesystem
- Various and sundry other cleanups
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spark duration. Spark is perhaps a bit of a misnomer as the animation is
really more of a specialized kind of explosion.
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now (which uses System.currentTimeMillis() at the moment but eventually
won't).
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first time the animation is ticked so that we don't get apparently physics
defying behavior if someone creates a sprite and sprite animation but then
doesn't activate the animation immediately.
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animations triggered on the completion of previous animations so as not to
booch things if a triggered animation is queued up after all previous
animations have already been started.
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animations can be cued on the completion of the previous animation;
runnables can be provided for invocation upon animation completion or
in place of an animation in the chain.
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Pulled out gobs of SpriteManager/AnimationManager functionality into
AbstractMediaManager.
The big change: sprites can have their render order fine-tuned like
animations.
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rather than requiring that it be set via setStartTime().
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