Emit the looped signal before the frame is composed.
Don't interpolate with the next keyframe if it's empty.

Refs #170.
Revert "Don't interpolate with the next keyframe if it's empty."

This reverts commit d83163db0524f6da343686c4a5a11770ec5fcb47.
Handle one-frame keyframes more like Flash.

Almost certainly fixes #170.
Quick note about MovieSprite.speed.
It's all about the assets and workflow.
Console is a keyword in the next Haxe release, reference it with __js__.
Detect pointer properly when canvas is scaled by the page

If someone were trying to manually scale the canvas via CSS (i.e. to
fill the window with a flambe_disable_autoresize game), the pointer
coordinates would fail to be scaled to match. This should allow for
arbitrary custom resizing to be applied, and still work with default
situations (including retina compensation).
Merge pull request #175 from afraticellifidel/master

Detect pointer properly when canvas is scaled by the page
Play nested child movies more like Flash.

Fixes #173. This commit should also handle threerings/flump#86, but I
haven't been able to test those code paths yet.

Refs threerings/flump#89.
Don't mess with the paused state in rewind.

Refs #176.
Fix an off-by-one in this bounds check.

Fixes #176.
OCD optimization.
Don't bother creating a Sprite for completely empty layers.
Precompute MovieLayer.frames.
No need to clear this flag unless it was set.
Fix a bindFrameBuffer issue.
Android Audio Fix

Add -D flambe_html_audio_fix to haxe_flags to change how flambe handles
HTML audio.

Only 1 looping sound will be allowed to play.  This assumes that the
one sound you want to play is looping background music.
- Any sounds that don't loop won't play.
- Any sounds that loop that are called after a song is already playing
won't play.
- If WebAudio is supported, audio plays normally
Handle negative colors by masking out the first 24 bits.
Android Audio Fix

code review changes