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.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3426 542714f4-19e9-0310-aa3c-eee0fc999fb1
different things in. Created FadeImage and FadeLabel derivations.
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push-back buffer that prevents sounds from blarching when we reset the
stream.
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isometric rendering) and modified it to allow it to consider different
potential move sets than just moving by one in the eight cardinal
directions.
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because we'd like to use the same TileSet over again when possible, but
we don't want to forevermore hold onto a TileSet if it could be gc'd.
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for an error icon, just whip one up on the fly when needed (almost never).
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sounds.properties lest we lose the needed info specified in the parent
properties files.
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loads, but the sound manager wants to load things directly from the
classpath, so we need to allow it to use the classpath that the resource
manager was configured with to ensure that it did the right thing.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3379 542714f4-19e9-0310-aa3c-eee0fc999fb1
by the MediaPanel as sprites that interact in some standard way with the
mouse.
Modified existing ButtonSprite to work this new way, and it now implements
CommandSprite, ArmingSprite, and DisableableSprite. One method name changed.
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Could be made faster with some sort of reverse string lookup table,
but it doesn't seem worth the overhead right now.
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another instance of append() that needed to be changed to appendLoud().
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Queue.append() only does a notify() if the queue was previously empty.
So when the dobj thread was requesting two sounds one after another, it
only woke up one player thread, which played the first sound and then
came back 'round to play the next sound after it was done. The next sound
was usually expired by that time.
Use queue.appendLoud(), which always wakes up a waiter thread.
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getting dropped because they're taking too long to play. Extended the
max delay to 1000ms, which will surely help more sounds play, but may
not be worth it. Hey, we've got a test server to test on...
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