* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
-#include <glib.h>
-
#include "main_bd.h"
/* quit, global variable which is set to true if the application should quit */
boolean gd_quit = FALSE;
-const guint8 *gd_keystate;
+const byte *gd_keystate;
static int cell_size = 0;
boolean out_of_window;
int player_x, player_y, visible_x, visible_y;
boolean changed;
- int scroll_divisor;
/* max scrolling speed depends on the speed of the cave. */
/* game moves cell_size_game * 1s / cave time pixels in a second. */
/* cell_size contains the scaled size, but we need the original. */
changed = FALSE;
- /* some sort of scrolling speed.
- with larger cells, the divisor must be smaller, so the scrolling faster. */
- scroll_divisor = 256 / cell_size;
-
- /* fine scrolling is 50hz (normal would be 25hz only) */
- scroll_divisor *= 2;
-
if (cave_scroll(visible_x, play_area_w, player_x * cell_size + cell_size / 2 - play_area_w / 2,
exact_scroll, &scroll_x, &scroll_desired_x, scroll_speed))
changed = TRUE;
if (is_explosion(tile) && dir != GD_MV_STILL)
use_smooth_movements = FALSE;
+ // do not use smooth movement animation for player entering exit (engine stopped)
+ if (cave->player_state == GD_PL_EXITED)
+ use_smooth_movements = FALSE;
+
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
{