{
int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
- /* scroll correction for even number of visible tiles (half tile shifted) */
+ // scroll correction for even number of visible tiles (half tile shifted)
px += game_sp.scroll_xoffset;
if (ExplosionShakeMurphy != 0)
{
int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
- /* scroll correction for even number of visible tiles (half tile shifted) */
+ // scroll correction for even number of visible tiles (half tile shifted)
py += game_sp.scroll_yoffset;
if (ExplosionShakeMurphy != 0)
return;
}
- /* check if scrolling the playfield requires redrawing the viewport bitmap */
+ // check if scrolling the playfield requires redrawing the viewport bitmap
if ((mScrollX != mScrollX_last ||
mScrollY != mScrollY_last) &&
(ABS(mScrollX - mScrollX_last) >= TILEX ||
{
int element = LowByte(PlayField16[GetSI(x, y)]);
int graphic = GfxGraphic[x][y];
- int sync_frame = GfxFrame[x][y];
+ int sync_frame = GfxFrameSP[x][y];
boolean redraw = force_redraw;
if (graphic < 0)
if (element != GfxElementLast[x][y] &&
graphic == GfxGraphicLast[x][y])
{
- /* element changed, but not graphic => disable updating graphic */
+ // element changed, but not graphic => disable updating graphic
GfxElementLast[x][y] = element;
GfxGraphicLast[x][y] = GfxGraphic[x][y] = -1;
GfxElementLast[x][y] = element;
GfxGraphicLast[x][y] = GfxGraphic[x][y];
- sync_frame = GfxFrame[x][y] = 0;
+ sync_frame = GfxFrameSP[x][y] = 0;
}
else if (isNextAnimationFrame_SP(graphic, sync_frame)) // new frame
{
void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
{
- /* copy playfield buffer to target bitmap at scroll position */
+ // copy playfield buffer to target bitmap at scroll position
int px = getFieldbufferOffsetX_SP();
int py = getFieldbufferOffsetY_SP();