- 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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we're done loading images from them.
Always load through a BufferedInputStream because that seems to fix the
bogosity with ImageIO.load() not working without a cache.
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- Use Constant objects for the command constants because the toString()
output on those is more sensible.
- Fall back to the classpath if we don't find our resource in a bundle
- Don't make the sound manager thread a daemon thread as it provides a
shutdown() which is a more civilized way to make it go away anyhow and
allows the sound manager to be used in one-shot tools and test
programs. At the moment, the sound manager (on Linux at least) seems to
start up some threads that refuse to go away anyway but that's a problem
for another time.
- Report if a command is queued up that we don't know about.
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which turned out to be due to improper restoring of the anti-aliasing
setting in graphics contexts.
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FPS display, made it possible for frame participants to add to the
performance status string. Also modified perf status to be double
buffered. It's not repainting exactly properly at the moment; soon to be
remedied.
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themselves, and accordingly dramatically reduced the cache size and fixed
comment.
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the frame buffer, and a debug chord (Alt+Shift+F) to toggle the display.
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moment that a sound is requested to just before the LineSpooler object
that it was given to starts writing the data to a line.
- Turned drain() back on, but only if we're not running under linux.
If we're in linux, we instead sleep for 3 seconds, and gosh darn it, the
sound should be finished after that.
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EventQueue.isEventDispatchThread() and to make Ray happy.
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without expensive calls to System.currentTimeMillis().
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it should. Added code to track and report desired and obtained frame rate.
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our call to Path.init() we don't freak out. Also made a note that paths
will be ticked after being init()ed because that's the way it works.
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pathable some number of ticks offset from the "natural" orientation which
would be in the direction it is traveling along the arc.
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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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