was documented, so that callers can do things like fall back to trying the
classpath rather than having the previously-thrown IOException circumvent
the rest of their antics.
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in the game and which doesn't choke if called before we have a game
object. Modified code to use it where appropriate.
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added since it's (at least currently) assumed that the puzzle has already
been created and the player is fully present in the puzzle room.
Sanity-check to disallow adding a player to a game more than once.
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the default 1x1 transparent image we're given if the image manager failed
to load an image successfully.)
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they needed to and when all that was stripped away, they didn't really
need their own config files.
Now what little config they need is provided by the users of these basic
services so that said users can make their own decisions about where to
obtain configuration information.
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we're logged on until we're fully logged on (meaning we have our clobj
reference).
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which the image is to be loaded. Removed unused imports.
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provided by the DisplayMisoScene.
- If hover objects are SceneObjects, tell them when we start/stop hovering
on them.
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hovered over, and can request to have it's object tile repainted.
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that may have one or more null player entries so that party games can
create their game with the maximum number of players they support and can
use the player index as the player's "seat". Simplified some of the
jockeying we had to do when adding and removing players. Complexified
some of the turn game management in order to deal properly with the sparse
player arrays.
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but we are saddled with the key repeat delay for rapid sideways movement.
This will eventually all change when we have native libraries for turning
off key repeat.
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progress notification to once every 2.5 seconds in an attempt to reduce
jiggery-pokery when we're just crossing a minute's border and our transfer
rate fluctuates slightly.
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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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(which should be set later via setViewportView()).
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super.clone() so that it is of the appropriate derived class. I must have
picked a bad week to stop sniffing glue.
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check; so we give them a callback for such contingencies.
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GameManager.setPlayers(), now it is simply provided as part of the game
config object which is cleaner and makes the information available during
the initialization and permissions checking phases.
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initialization process, whether or not it actually wants to be created,
and allow it to abort the whole deal if it doesn't.
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