- 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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the Animation it's working for.
The enclosed MultiFunciton sequencer can do all sorts of neat stuff.
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when starting up and being told to switch to frame zero.
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each individual animation completes and when all added animations have
completed.
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context. Minor reformatting and enhanced toString().
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animations currently operating therein. (It doesn't pause scrolling which
I suppose I'll have to fix at some point if we ever need it.)
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instead we say that we want to scroll by a certain amount in a certain
amount of time. This allows the animated panel (who knows about this
stuff) to figure out when to stop scrolling without overshooting by a
pixel or two.
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