update
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-24
@@ -7,36 +7,17 @@ low-pri to bother bringing up on the list.
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********
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For the gameplay screen, we transition to the "Stage" display, sit
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around for a long time, fade out the Stage display, then load the
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gameplay screen and tween it in.
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It'd be nice if we could go straight from one screen to another, tweening
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one off and the other on simultaneously (with a delay so it doesn't
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look like a jumble, but in parallel).
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Here's the idea:
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First, allow "buffering" a screen. This loads the screen in the
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ScreenManager, but doesn't actually display it, so we have control
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over when it starts tweening in. Screens will need to be adjusted
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to only load actors in the ctor, and receive a startup message to
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do the rest.
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This alone will let us load the gameplay screen while the stage
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screen is still displayed. Currently, we wait four seconds, fade
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out, then spend another second or two loading; we should load then
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sleep for the remainder, so we always get four seconds (and less
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if we get rushed along by the start button).
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Once that's done, we can go a step further: render the prepped screen
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after it's loaded, set up crossfades (instead of two successive plain
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fades) which look as good but don't take as much time; and tween in
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parallel.
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(Once *that's* done, we can figure out if we want to use this for
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tweening menus, too. For example, old screen shows its keepalive,
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preps the new menu, hides its keepalive, then both tween.)
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Old menu displays its keepalive, and preps the new screen. Then, add
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the new screen to the top of the screen stack, the old menu hides its
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keepalive, then the old screen tweens out while the new screen tweens
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in. (This will need some tuning; they shouldn't both start at once, since
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there'll be too much onscreen and it'll just look like a jumble.)
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********
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We have different kinds of things we want to trace, and different
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