X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2FMainGameLoop.c;h=6c8d5d1814eb16df3849e3cf00c068f73f4c02bc;hb=ce0bba1a070e5e64939491eb68087f68ef8fe870;hp=bae1d6d95d4aa886acbca1a8586bacae1bd36874;hpb=2af2c61f4dde2d22c1dc0e8dfad033b40d81dc6c;p=rocksndiamonds.git diff --git a/src/game_sp/MainGameLoop.c b/src/game_sp/MainGameLoop.c index bae1d6d9..6c8d5d18 100644 --- a/src/game_sp/MainGameLoop.c +++ b/src/game_sp/MainGameLoop.c @@ -117,8 +117,15 @@ locRepeatMainGameLoop: // start repeating game loop LastFrame = Clock.TickNow(); // store the frame time #endif // never any additional code between here! + + + +#if 0 if (! NoDisplayFlag) // copy the BackBuffer(=Stage) to visible screen Stage.Blt(); +#endif + + // FS end of synchronization // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ @@ -182,7 +189,7 @@ locRepeatMainGameLoop: // start repeating game loop // Call subDisplayPlayingTime ' playing time on screen - subCheckRestoreRedDiskCountDisplay(); // Restore panel: red-disk hole + // subCheckRestoreRedDiskCountDisplay(); // Restore panel: red-disk hole subRedDiskReleaseExplosion(); // Red Disk release and explode subFollowUpExplosions(); // every explosion may cause up to 8 following explosions @@ -192,8 +199,8 @@ locRepeatMainGameLoop: // start repeating game loop ScreenPosition = bx; // Now new X and new Y are calculated, and bx = screen position = ScreenPosition - data_h_Ytmp = ScreenScrollYPos; // copy Y for next soft scroll - data_h_Xtmp = ScreenScrollXPos; // copy X for next soft scroll + // data_h_Ytmp = ScreenScrollYPos; // copy Y for next soft scroll + // data_h_Xtmp = ScreenScrollXPos; // copy X for next soft scroll if ((! UserDragFlag) && AutoScrollFlag) { #if 0 @@ -286,8 +293,8 @@ locExitMainGameLoop: #if 1 /* if the game is not won when reaching this point, then it is lost */ - if (!game_sp_info.LevelSolved) - game_sp_info.GameOver = TRUE; + if (!game_sp.LevelSolved) + game_sp.GameOver = TRUE; #endif #if 1 @@ -472,7 +479,7 @@ locRepeatMainGameLoop: // start repeating game loop // Call subDisplayPlayingTime ' playing time on screen - subCheckRestoreRedDiskCountDisplay(); // Restore panel: red-disk hole + // subCheckRestoreRedDiskCountDisplay(); // Restore panel: red-disk hole subRedDiskReleaseExplosion(); // Red Disk release and explode subFollowUpExplosions(); // every explosion may cause up to 8 following explosions @@ -482,8 +489,8 @@ locRepeatMainGameLoop: // start repeating game loop ScreenPosition = bx; // Now new X and new Y are calculated, and bx = screen position = ScreenPosition - data_h_Ytmp = ScreenScrollYPos; // copy Y for next soft scroll - data_h_Xtmp = ScreenScrollXPos; // copy X for next soft scroll + // data_h_Ytmp = ScreenScrollYPos; // copy Y for next soft scroll + // data_h_Xtmp = ScreenScrollXPos; // copy X for next soft scroll if ((! UserDragFlag) && AutoScrollFlag) { #if 0 @@ -574,9 +581,26 @@ int subCalculateScreenScrollPos() int ax, Ay; +#if 1 + int jump_pos = TILEX / 2; + + if (MurphyScreenXPos < -jump_pos) + { + MurphyScreenXPos = FieldWidth * TILEX + MurphyScreenXPos; + MurphyScreenYPos -= TILEY; + } + else if (MurphyScreenXPos >= FieldWidth * TILEX - jump_pos) + { + MurphyScreenXPos = MurphyScreenXPos - FieldWidth * TILEX; + MurphyScreenYPos += TILEY; + } +#endif + if (ExplosionShake != 0) { subGetRandomNumber(); + + // printf("::: ExplosionShake [%d]\n", FrameCounter); } {