"remember" which orientation it should be doing was not working out
because multiple sprites can share the same action frames and they would
step on one anothers' toes.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1360 542714f4-19e9-0310-aa3c-eee0fc999fb1
longer provide access to their underlying image (they actually still do,
but not in the normal course of affairs). This will allow us to use
"trimmed" tiles which are trimmed to the smallest rectangle that contains
the non-transparent pixels in a tile image, which will shrink up our
components and other tiles a great deal.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1339 542714f4-19e9-0310-aa3c-eee0fc999fb1
around arrays of multi-frame images but instead pass around one object
that knows how to render any action frame in any orientation. This
apparently fixed some horrible bug that we had introduced in doing JITC
and now the whole thing is super fast, just like I always thought it would
be. Once we introduce trimmed images, it will blaze!
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1336 542714f4-19e9-0310-aa3c-eee0fc999fb1
directional constant usage. Added ability to render sprites in two
distinct layers.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1132 542714f4-19e9-0310-aa3c-eee0fc999fb1
component name, which is handy when you don't want to do compositing, but
just want to load single "component" characters.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1057 542714f4-19e9-0310-aa3c-eee0fc999fb1
can't load the ImageIO classes. This unfortunately means that we're back
to passing a Component instance to the ImageManager at construct time.
Whee!
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@749 542714f4-19e9-0310-aa3c-eee0fc999fb1
tasks and XML parsing rule sets all the good stuff. Rewired up all the
cast code to be amenable to bundling and did some other revamping.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@640 542714f4-19e9-0310-aa3c-eee0fc999fb1