// redraw previous game element on the cave field the new element is moving to
int tile_last = game->last_element_buffer[y][x];
- // only redraw previous game element if it is not collectible (like dirt etc.)
- if (is_collectible(tile_last))
+ // only redraw previous game element if it is diggable (like dirt etc.)
+ if (!is_diggable(tile_last))
tile_last = O_SPACE;
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
else
{
// if old tile also moving (like pushing player), do not redraw tile background
- game->last_element_buffer[old_y][old_x] |= SKIPPED;
+ // (but redraw if tile and old tile are moving/falling into different directions)
+ if (game->dir_buffer[old_y][old_x] == game->dir_buffer[y][x])
+ game->last_element_buffer[old_y][old_x] |= SKIPPED;
}
}