that initBoard didn't generate some exceptions now that the player
status initialization occurs after board summary initialization. This
occurs in sword fighting and old drinking, for the record.)
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Removed "puzzle fonts" from the narya library (lived in PuzzleBoardView).
Left convenience methods in PuzzleBoardView for creation ScoreAnimations,
as we like convenience.
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of the game- go ahead and initialize them and set them in the game object
when the game starts.
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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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it is quite buggy. There are still issues with non-affine transformed
fonts, but they are lesser.
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games. Updated the PLAYER_KNOCKED_OUT variable name to prevent some
namespace contention issues.
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packages properly into client, data and server subpackages. This
eliminates a bunch of hackery I had to do to properly handle dead code
removal when building the Game Gardens client and games and it simplifies
things and sets a good example to follow the standard procedure as much as
possible.
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single player games and indeed should because it's useful outside the
context of puzzles and their ilk.
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There is no more SafeInterval, instead Intervals can be constructed with a RunQueue to use for expiring.
PresentsDObjectMgr implements RunQueue.
Client has a getRunQueue() method to get the client side RunQueue.
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custom keys to include a 'global' section, I've just re-added the P key
in a hard-coded manner. If the P key is pressed, the puzzle isn't already
paused, and the user has not redefined P to perform some other command in
the puzzle, it will pause.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3279 542714f4-19e9-0310-aa3c-eee0fc999fb1
This fixes the bug where there was no pause message in carpentry.
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generator. It handles inner classes slightly differently and prepends a
project-specific header to the generated classes.
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action cleared was ungood. It really only worked for the delegates. Now we
do it in a way that works for the controllers themselves and the delegates.
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behave differently (if necessary) when processing an event that has an
associated board state.
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because that will do things like queue up score events and whatnot that
cannot be ignored. It will also queue up the next drop sprite, etc. but
that's fine as we can safely end the action in such circumstances.
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