Got mipmapping for basic images, currently disables mipmapping when subTexture is used.

Signed-off-by: Quinn Hoener <quinn@seven2.com>
Still working on mipmapping

Signed-off-by: Quinn Hoener <quinn@seven2.com>
More work on mipmapping.

Signed-off-by: Quinn Hoener <quinn@seven2.com>
Got mipmapping working!

Signed-off-by: Quinn Hoener <quinn@seven2.com>
Added Linear smoothing too.

Signed-off-by: Quinn Hoener <quinn@seven2.com>
added <requestedDisplayResolution> tag in Adobe Air descriptor

Adding this will automatically enable high resolution for retina screens on iOS, make games look great. Without this, it looks blurry and unreadable.
Add dox templates.

Hell is frozen over! Closes #259.

There's still a couple little things needed to get it playing nicely
with Dox's new theme system. Mainly a fix to dpeek/dox#44. The "view
source" links also need to be cleaned up, because it's hacked together
with hardcoded paths right now.

That said, it should be in pretty good shape for other projects to fork.
Got mipmapping for basic images, currently disables mipmapping when subTexture is used.

Signed-off-by: Quinn Hoener <quinn@seven2.com>
Still working on mipmapping

Signed-off-by: Quinn Hoener <quinn@seven2.com>
More work on mipmapping.

Signed-off-by: Quinn Hoener <quinn@seven2.com>
Got mipmapping working!

Signed-off-by: Quinn Hoener <quinn@seven2.com>
Added Linear smoothing too.

Signed-off-by: Quinn Hoener <quinn@seven2.com>
Merge branch 'WebGl-Mipmapping' of https://github.com/quinnhoener/flambe into WebGL_Smoothing
Cleaned up some code.

Signed-off-by: Quinn Hoener <quinn@seven2.com>
Set private Component fields directly with @:allow.
Move Sprite._flags up to Component.

Also a semi-public API for defining custom flags in your own components
(carefully).
Have Entity.get() check types to prevent weird errors.

Before, this code would throw an error in Flash, and produce unexpected
results in JS:

    var entity = new Entity().add(new ImageSprite(...));
    var fillSprite = entity.get(FillSprite);

Now entity.get(FillSprite) will consistently return null, unless the
type of Sprite component is actually a FillSprite.

The type check incurs a bit of overhead, but it's only done when
necessary thanks to macro magic. eg: get(Sprite) doesn't need the type
check and is faster than get(FillSprite).

Fixes #103.
Add Component.onStart/onStop.

Refs #199.
Add Entity.getFromParents().

Really super awesome when combined with onStart:

    class MyComponent extends Component
    {
        override public function onStart ()
        {
            var manager = owner.getFromParents(MyManager);
        }
    }
Add Entity.getFromChildren().