int anim_delay_counter;
int post_delay_counter;
+ int fade_delay_counter;
+ int fade_alpha;
+
boolean init_event_state;
boolean anim_event_state;
}
else if (mode & ANIM_LEVEL_NR) // play frames by level number
{
- int level_pos = level_nr - leveldir_current->first_level;
+ int level_pos = level_nr - gfx.anim_first_level;
frame = level_pos % num_frames;
}
(struct GlobalAnimPartControlInfo *)obj2;
int compare_result;
- if (o1->control_info.draw_order != o2->control_info.draw_order)
- compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
- else
- compare_result = o1->nr - o2->nr;
+ // do not sort animations parts by draw order (as it would be confusing)
+ compare_result = o1->nr - o2->nr;
return compare_result;
}
if (!part->class_playfield_or_door)
return FALSE;
- // only pause animations when engine is paused or request dialog is open(ing)
- if (!tape.pausing && !game.request_active_or_moving)
+ // only pause animations when engine is paused or request dialog is active
+ if (!tape.pausing && !game.request_active)
return FALSE;
return TRUE;
Bitmap *fade_bitmap =
(drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
+ int alpha = (c->fade_mode & FADE_MODE_FADE ? part->fade_alpha : g->alpha);
int x, y;
for (y = 0; y < c->stacked_yfactor; y++)
dst_x += part->viewport_x;
dst_y += part->viewport_y;
- SetBitmapAlphaNextBlit(src_bitmap, g->alpha);
+ SetBitmapAlphaNextBlit(src_bitmap, alpha);
if (drawing_target == DRAW_TO_SCREEN)
blit_screen(src_bitmap, src_x, src_y, width, height,
struct GraphicInfo *g = &part->graphic_info;
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+ int alpha = (g->alpha != -1 ? g->alpha : SDL_ALPHA_OPAQUE);
// if game is paused, also pause playfield and door animations
if (isPausedOnPlayfieldOrDoor(part))
if (part->anim_random_frame == -1)
part->anim_random_frame = GetSimpleRandom(g->anim_frames);
+ if (c->fade_mode & FADE_MODE_FADE)
+ {
+ // when fading in screen, first frame is 100 % transparent or opaque
+ part->fade_delay_counter = c->fade_delay + 1;
+ part->fade_alpha = (c->fade_mode == FADE_MODE_FADE_IN ? 0 : alpha);
+ }
+ else
+ {
+ part->fade_delay_counter = 0;
+ part->fade_alpha = -1;
+ }
+
if (c->direction & MV_HORIZONTAL)
{
int pos_bottom = part->viewport_height - g->height;
return ANIM_STATE_WAITING;
}
+ if (part->fade_delay_counter > 0)
+ {
+ part->fade_delay_counter--;
+ part->fade_alpha = alpha * (c->fade_mode == FADE_MODE_FADE_IN ?
+ c->fade_delay - part->fade_delay_counter :
+ part->fade_delay_counter) / c->fade_delay;
+ }
+
// special case to prevent expiring loop sounds when playing
PlayGlobalAnimSoundIfLoop(part);
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
+ // if request dialog is active, only handle pointer-style animations
+ if (game.request_active &&
+ part->control_info.class != get_hash_from_key("pointer"))
+ continue;
+
if (clicked_event == ANIM_CLICKED_RESET)
{
part->clicked = FALSE;