reset_delay = TRUE;
/* Fill empty backbuffer for animation functions */
- if (direct_draw_on && game_status==PLAYING)
+ if (direct_draw_on && game_status == PLAYING)
{
int xx,yy;
SetDrawtoField(DRAW_DIRECT);
}
+ if (soft_scrolling_on && game_status == PLAYING)
+ {
+ int fx = FX, fy = FY;
+
+ fx += (PlayerMovDir & (MV_LEFT|MV_RIGHT) ? ScreenMovPos : 0);
+ fy += (PlayerMovDir & (MV_UP|MV_DOWN) ? ScreenMovPos : 0);
+
+ XCopyArea(display,fieldbuffer,backbuffer,gc,
+ fx,fy, SXSIZE,SYSIZE,
+ SX,SY);
+ }
+
return;
break;
case ANIM_CONTINUE:
break;
case ANIM_STOP:
- redraw_mask |= REDRAW_FIELD;
+ redraw_mask |= (REDRAW_FIELD | REDRAW_FROM_BACKBUFFER);
/* Redraw background even when in direct drawing mode */
draw_mode = direct_draw_on;
if (reset_delay)
{
animstart_delay = Counter();
- animstart_delay_value = SimpleRND(500);
+ animstart_delay_value = SimpleRND(3000);
reset_delay = FALSE;
}
if (anim_restart)
{
- if (!DelayReached(&animstart_delay,animstart_delay_value))
+ if (!DelayReached(&animstart_delay, animstart_delay_value))
return;
toon_nr = SimpleRND(NUM_TOONS);
JUMPER_FPS,
JUMPER_STEPSIZE,
ANIM_NORMAL,
- ANIMDIR_LEFT,
+ ANIMDIR_RIGHT,
ANIMPOS_DOWN
},
{
{
horiz_move = (anim->direction & (ANIMDIR_LEFT | ANIMDIR_RIGHT));
vert_move = (anim->direction & (ANIMDIR_UP | ANIMDIR_DOWN));
- anim_delay_value = 100/anim->frames_per_second;
+ anim_delay_value = 1000/anim->frames_per_second;
frame = 0;
if (horiz_move)
pos_y >= FULL_SYSIZE + anim->stepsize)
return(TRUE);
- if (!DelayReached(&anim_delay,anim_delay_value))
+ if (!DelayReached(&anim_delay, anim_delay_value))
{
if (game_status==HELPSCREEN && !restart)
DrawAnim(anim_pixmap,anim_clip_gc,