Age | Commit message (Collapse) | Author |
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svn-id: r53970
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Before the limit was arbitrary. Now we check the proper location on screen and move in increments relative to the size on screen.
svn-id: r53918
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Not deallocating it before loading the next image causes fragmentation in memory which eventually prevents big things from being loaded into memory.
svn-id: r53873
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The only real way to pause the game is to take over the event loop, which is a little sad... Also fixed a possible crash when loading an image that was to big, by only rendering when we have _init set.
svn-id: r53741
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svn-id: r53601
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svn-id: r53462
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svn-id: r53460
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svn-id: r53455
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