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fixed element animation when collecting for 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 b59057d83cb383e5b5d789160c6210a4d28c1154..89ada120cc6b5e7bc58b22517ef3d8111f203cf7 100644
(file)
--- a/
src/game_bd/bd_graphics.c
+++ b/
src/game_bd/bd_graphics.c
@@
-292,6
+292,12
@@
static boolean use_native_bd_graphics_engine(void)
}
#endif
}
#endif
+/* returns true if the element is collectible */
+static inline boolean is_collectible(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
+}
+
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
{
GdCave *cave = game->cave;
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
{
GdCave *cave = game->cave;
@@
-357,7
+363,12
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
if (!(game->last_element_buffer[y][x] & SKIPPED))
{
/* redraw previous game element on the cave field the new element is moving to */
if (!(game->last_element_buffer[y][x] & SKIPPED))
{
/* redraw previous game element on the cave field the new element is moving to */
- int tile_old = game->last_element_buffer[y][x] & ~SKIPPED;
+ int tile_old = game->last_element_buffer[y][x];
+
+ /* only redraw previous game element if it is not collectible (like dirt etc.) */
+ if (is_collectible(tile_old))
+ tile_old = O_SPACE;
+
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame];
blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size,
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame];
blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size,
@@
-369,18
+380,19
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
int old_x = cave->getx(cave, x + dx, y + dy);
int old_y = cave->gety(cave, x + dx, y + dy);
int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
int old_x = cave->getx(cave, x + dx, y + dy);
int old_y = cave->gety(cave, x + dx, y + dy);
-
- if (old_x >= cave->x1 &&
- old_x <= cave->x2 &&
- old_y >= cave->y1 &&
- old_y <= cave->y2)
+ int tile_from = game->element_buffer[old_y][old_x];
+ struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
+ boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
+ boolean old_is_visible = (old_x >= cave->x1 &&
+ old_x <= cave->x2 &&
+ old_y >= cave->y1 &&
+ old_y <= cave->y2);
+
+ if (old_is_visible)
{
{
- if (
game->dir_buffer[old_y][old_x] == GD_MV_STILL
)
+ if (
!old_is_moving
)
{
/* redraw game element on the cave field the element is moving from */
{
/* redraw game element on the cave field the element is moving from */
- int tile_from = game->element_buffer[old_y][old_x];
- struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][0];
-
blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
sx + dx * cell_size, sy + dy * cell_size);
blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
sx + dx * cell_size, sy + dy * cell_size);
@@
-388,7
+400,7
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
}
else
{
}
else
{
- /* if old tile also moving (like pushing player), do not redraw
it again
*/
+ /* if old tile also moving (like pushing player), do not redraw
tile background
*/
game->last_element_buffer[old_y][old_x] |= SKIPPED;
}
}
game->last_element_buffer[old_y][old_x] |= SKIPPED;
}
}
@@
-397,11
+409,13
@@
int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw)
int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
int shift = cell_size * itercycle / game->itermax;
int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
int shift = cell_size * itercycle / game->itermax;
- sx += dx * shift;
- sy += dy * shift;
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
+ sx + dx * shift, sy + dy * shift);
+ }
+ else
+ {
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
}
}
-
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
#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)