On FadableImageSprite, we need to check for end-of-path fade in/fade out PRIOR to calling super, which chats with our sprite observers. Otherwise, those sprite observers might dispatch the sprite on a new fade which would then be immediately applied at full strength rather than applying slowly over the appropriate interval.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@776 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -55,7 +55,7 @@ public class FadableImageSprite extends OrientableImageSprite
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/**
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* Puts this sprite on the specified path and fades it in over the specified duration.
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*
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*
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* @param path the path to move along
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* @param fadePortion the portion of time to spend fading in, from 0.0f (no time) to 1.0f (the
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* entire time)
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@@ -71,7 +71,7 @@ public class FadableImageSprite extends OrientableImageSprite
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/**
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* Puts this sprite on the specified path and fades it out over the specified duration.
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*
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*
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* @param path the path to move along
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* @param pathDuration the duration of the path
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* @param fadePortion the portion of time to spend fading out, from 0.0f (no time) to 1.0f
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@@ -92,7 +92,7 @@ public class FadableImageSprite extends OrientableImageSprite
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/**
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* Puts this sprite on the specified path, fading it in over the specified duration at the
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* beginning and fading it out at the end.
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*
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*
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* @param path the path to move along
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* @param pathDuration the duration of the path
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* @param fadePortion the portion of time to spend fading in/out, from 0.0f (no time) to 1.0f
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@@ -161,12 +161,12 @@ public class FadableImageSprite extends OrientableImageSprite
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@Override
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public void pathCompleted (long timestamp)
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{
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super.pathCompleted(timestamp);
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if (_fadeInDuration != -1) {
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completeFadeIn();
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} else if (_fadeOutDuration != -1) {
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completeFadeOut();
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}
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super.pathCompleted(timestamp);
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}
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/** Completes the process of fading in. */
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