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fixed graphical bug when snap-pushing with smooth movement in BD engine
[rocksndiamonds.git]
/
src
/
game_bd
/
bd_graphics.c
diff --git
a/src/game_bd/bd_graphics.c
b/src/game_bd/bd_graphics.c
index 9060aae3247d1fcfa8145c83b6fa38b31ad1cd0e..4687ebfbe7e7d9f5aaedf26c25a25f080e67c80c 100644
(file)
--- a/
src/game_bd/bd_graphics.c
+++ b/
src/game_bd/bd_graphics.c
@@
-636,6
+636,10
@@
static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d
if (cave->player_state == GD_PL_EXITED)
use_smooth_movements = FALSE;
if (cave->player_state == GD_PL_EXITED)
use_smooth_movements = FALSE;
+ // do not use smooth movement animation for player stirring the pot
+ if (tile == O_PLAYER_STIRRING)
+ use_smooth_movements = FALSE;
+
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
{
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
{
@@
-694,6
+698,11
@@
static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d
old_x <= cave->x2 &&
old_y >= cave->y1 &&
old_y <= cave->y2);
old_x <= cave->x2 &&
old_y >= cave->y1 &&
old_y <= cave->y2);
+
+ // never treat empty space as "moving" (may happen if player is snap-pushing element)
+ if (tile_from == O_SPACE)
+ old_is_moving = FALSE;
+
if (old_is_visible)
{
if (!old_is_moving && !old_is_player)
if (old_is_visible)
{
if (!old_is_moving && !old_is_player)