// graphic info for game objects/frames and players/actions/frames
struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
+// graphic info for game graphics template for level-specific colors
+struct GraphicInfo_BD graphic_info_bd_color_template;
static inline int c64_png_colors(int r, int g, int b, int a)
{
{
static SDL_Surface *tile_surface_c64 = NULL;
static Bitmap *gd_tile_bitmap_original = NULL;
+ static int scale_down_factor_last = -1;
// check if tile bitmap has changed (different artwork or tile size selected)
- if (bitmap != gd_tile_bitmap_original)
+ if (bitmap != gd_tile_bitmap_original || scale_down_factor != scale_down_factor_last)
{
// check if tile bitmap has limited C64 style colors
tile_surface_c64 = get_tile_surface_c64(bitmap->surface, scale_down_factor);
- // store original tile bitmap from current artwork set
+ // store original tile bitmap from current artwork set and scaling factor
gd_tile_bitmap_original = bitmap;
+ scale_down_factor_last = scale_down_factor;
// store reference tile bitmap from current artwork set (may be changed later)
gd_tile_bitmap_reference = bitmap;
// redraw previous game element on the cave field the new element is moving to
int tile_last = game->last_element_buffer[y][x];
- // only redraw previous game element if it is not collectible (like dirt etc.)
- if (is_collectible(tile_last))
+ // only redraw previous game element if it is diggable (like dirt etc.)
+ if (!is_diggable(tile_last))
tile_last = O_SPACE;
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
else
{
// if old tile also moving (like pushing player), do not redraw tile background
- game->last_element_buffer[old_y][old_x] |= SKIPPED;
+ // (but redraw if tile and old tile are moving/falling into different directions)
+ if (game->dir_buffer[old_y][old_x] == game->dir_buffer[y][x])
+ game->last_element_buffer[old_y][old_x] |= SKIPPED;
}
}