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;
return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0;
}
+/* returns true if the element is exploding */
+static inline boolean is_explosion(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_EXPLOSION) != 0;
+}
+
static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean draw_masked)
{
void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
((setup.bd_smooth_movements == TRUE) ||
(setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
+ // do not use smooth movement animation for exploding game elements (like player)
+ 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)
{