Holger Schemel [Sat, 2 Dec 2023 13:13:05 +0000 (14:13 +0100)]
removed unused code
Holger Schemel [Sat, 2 Dec 2023 12:53:51 +0000 (13:53 +0100)]
removed code for condition that is always true
Holger Schemel [Sat, 2 Dec 2023 12:11:55 +0000 (13:11 +0100)]
moved function call (no functional change)
Holger Schemel [Sat, 2 Dec 2023 12:06:00 +0000 (13:06 +0100)]
removed uncommented code
Holger Schemel [Sat, 2 Dec 2023 12:03:07 +0000 (13:03 +0100)]
moved duplicate code to separate functions
Holger Schemel [Sat, 2 Dec 2023 11:58:31 +0000 (12:58 +0100)]
moved function call for getting door state to variable declaration
Holger Schemel [Sat, 2 Dec 2023 11:27:32 +0000 (12:27 +0100)]
renamed variable
Holger Schemel [Sat, 2 Dec 2023 11:20:26 +0000 (12:20 +0100)]
added showing game actions after game end when request door opens/closes
Holger Schemel [Sat, 2 Dec 2023 10:42:24 +0000 (11:42 +0100)]
added showing game actions after game end when request envelope opens/closes
Holger Schemel [Sat, 2 Dec 2023 10:32:22 +0000 (11:32 +0100)]
removed duplicate variable to check if request dialog is active
Holger Schemel [Thu, 30 Nov 2023 23:50:20 +0000 (00:50 +0100)]
swapped temporary bitmaps used for request dialog (no functional change)
Holger Schemel [Thu, 30 Nov 2023 23:21:47 +0000 (00:21 +0100)]
significant cleanup of envelope style request dialog handling
After this change, the request dialog is not drawn to the back buffer
of the screen anymore, but to a temporary bitmap buffer (with the
request buttons directly being updated there after button events),
which is now only drawn during the final composition of the screen.
Therefore, the back buffer is not touched anymore when handling the
request dialog, and also does not have to be restored afterwards.
Holger Schemel [Thu, 30 Nov 2023 22:26:52 +0000 (23:26 +0100)]
fixed invisible envelope request if request background is masked
When using "global.use_envelope_request: true" (to use envelope style
request dialogs instead of door style request dialogs) together with
"background.request.draw_masked: true" (to use a partially transparent
background image for the request dialog), no request dialog is drawn
at all (so the request dialog has to be answered blindly). This change
fixes this problem.
There are a few graphical bugs left (if the request dialog opens after
a game was lost, asking to play again) which still have to be fixed.
Holger Schemel [Tue, 28 Nov 2023 15:30:41 +0000 (16:30 +0100)]
added wrapper function to copy SDL surfaces
Holger Schemel [Fri, 24 Nov 2023 16:25:50 +0000 (17:25 +0100)]
added random push delay for rocks, nuts and bombs to EM game engine
Just like in the original Emerald Mine game, there is now a random
delay when trying to push a rock, a nut or a bomb. While the chance
for rocks being successfully pushed at first attempt will be around
50 %, the chance for nuts will be a bit lower than that for rocks,
and the chance for bombs will be a bit lower than that for nuts,
with a roughly similar overall delay as in the original game.
Holger Schemel [Thu, 23 Nov 2023 23:21:38 +0000 (00:21 +0100)]
fixed bug with loading artwork if only one special artwork set exists
R'n'D supports using additional special artwork, like "ECS" and "AGA"
graphics sets or "default" and "lowpass" sound sets, which can be
selected from the game engines setup menu. This works fine if both
artwork sets are defined (and also if no special artwork is defined).
However, it did not work correctly if only one special artwork set was
defined, in addition to the "standard" artwork set, like this:
graphics_set: gfx_bond_mine_01
graphics_set.aga: gfx_bond_mine_01.aga
In this case, it was not possible to use the "standard" graphics set,
but only the "AGA" graphics set (because the "standard" graphics set
was internally overridden by the "AGA" graphics set when selecting to
use "AGA" graphics in the game engines setup menu, and selecting to
use "ECS" graphics later could not recover this). (This bug could be
seen in level set "emc_bond_mine_01" when starting the game with "AGA"
graphics preferred in the setup menu, which resulted in not being able
to select the "standard" graphics by setting graphics preference to
"ECS" in the game engines setup menu.)
This is fixed now (by internally setting the "ECS" artwork set, which
is not explicitly defined, to the "standard" artwork before internally
overriding it with either the "ECS" or "AGA" graphics set).
This bug was caused by commit
4bc6719c.
Holger Schemel [Thu, 23 Nov 2023 23:16:48 +0000 (00:16 +0100)]
moved code to separate function
Holger Schemel [Mon, 20 Nov 2023 12:58:58 +0000 (13:58 +0100)]
fixed warning when encountering obsolete graphics configuration option
Holger Schemel [Sun, 19 Nov 2023 13:23:27 +0000 (14:23 +0100)]
added support for fading in and fading out global animations
To fade global animations in or out, use the attribute ".fade_mode"
with value "fade_in" or "fade_out" and the attribute ".fade_delay"
with the number of video frames to use for fading in or out. (Note
that this attribute expects frames when used with global animations,
while it expects milliseconds when used with screens and menus.)
Holger Schemel [Sun, 19 Nov 2023 11:27:57 +0000 (12:27 +0100)]
added support for setting alpha value for global animations
To set alpha value for global animation graphics, just use the new
attribute ".alpha" for the global animation's graphics definition,
where the value "0" means transparent and "255" means "opaque".
Holger Schemel [Sat, 18 Nov 2023 15:55:35 +0000 (16:55 +0100)]
fixed using masked elements when using element graphic for empty space
Holger Schemel [Tue, 14 Nov 2023 23:30:30 +0000 (00:30 +0100)]
fixed state of global animation parts waiting for initial event
Holger Schemel [Tue, 14 Nov 2023 22:51:53 +0000 (23:51 +0100)]
fixed bug with triggering global animations in certain cases
This fixes a bug that prevents global animations (that have defined
an initial (start) event using ".init_event") from being triggered by
other animation states or by custom element changes if they have
either no parts defined (like "global.anim_1"), or if they have parts
defined (like "global.anim_1.part_1"), but have the "main" animation
defined to play all parts at the same time (which means that there is
a definition "global.anim_1.anim_mode: all").
This bug was caused by the fact that animations waiting for an initial
event should be in state "waiting", which was not checked in case of
an event (as parts defined for global animations that are not defined
to be played all at the same time are in state "running" even if they
are waiting for an initial event, which should also be fixed).
Holger Schemel [Tue, 14 Nov 2023 22:32:23 +0000 (23:32 +0100)]
fixed bug with events defined to start and stop global animations
This fixes a bug where global animations could be started by an event
defined using ".anim_event" instead of ".init_event", as long as there
is some other ".init_event" definition (even if it never happens).
Holger Schemel [Wed, 15 Nov 2023 10:39:16 +0000 (11:39 +0100)]
version number set to 4.3.7.2
Holger Schemel [Sun, 12 Nov 2023 10:25:16 +0000 (11:25 +0100)]
added pausing global animations on doors if game engine is paused
Holger Schemel [Fri, 10 Nov 2023 19:44:27 +0000 (20:44 +0100)]
added using trigger element position for CE triggered global animations
When using global animations that are triggered by custom elements,
using ".position: ce_trigger" instead of ".position: ce" will use
the position of the CE trigger element instead of the CE itself.
Holger Schemel [Thu, 2 Nov 2023 19:12:46 +0000 (20:12 +0100)]
version number set to 4.3.7.1
Holger Schemel [Thu, 26 Oct 2023 08:45:13 +0000 (10:45 +0200)]
fixed bug with using wrong global border when restarting the game
Holger Schemel [Thu, 26 Oct 2023 08:18:20 +0000 (10:18 +0200)]
fixed bug with global animation at wrong playfield position for one frame
This fixes a bug that should have been fixed with commit
03202ac7.
While the above commit fixes the problem for some cases, it still does
not work correctly if a global animation with ".position: ce" has two
"ce_change" events defined with ".init_event" and ".anim_event". While
the first one starts the animation (and should therefore place the
animation at the CE position), the second one stops the animation (and
starts the next part of the animation, if existing), so it should not
change the position to the second CE (which would only be used for one
single game frame and then changed to the animation position defined
by the next part of the animation).
Holger Schemel [Sun, 15 Oct 2023 00:10:30 +0000 (02:10 +0200)]
fixed half-tile shifting when teleporting between playfield borders
When relocating the player without centering the screen and without
scrolling ("teleporting" to a different playfield area, but keeping
the screen position), shifting the visible part of the playfield by
half a tile may happen if the screen width or height is even.
This is especially true when teleporting from and to an area that is
directly aligned with the border of the playfield (regardless of the
tiles at the playfield border being only half or fully visible, which
only happens with even sized screen width or height, depending on the
current player scroll position).
This change makes sure that both the source and destination area of
the playfield are displayed either aligned by half a tile or a full
tile when doing a "teleporting" player relocation in such a case.
Holger Schemel [Sat, 14 Oct 2023 18:33:14 +0000 (20:33 +0200)]
added options "game.forced_scroll_x" and "game.forced_scroll_y"
This adds the above two "graphicsinfo.conf" options to override the
automatically calculated playfield scroll values when starting a game.
The purpose of these options is to force an initial scroll position
(which is used for all levels), which means that the visible part of
the playfield when the game is started is not determined by the player
position, but by the values defined using the above options.
This may be useful in combination with a large value for the option
"game.forced_scroll_delay_value" to limit the visible part of the
playfield to a smaller, screen-sized area, while the remaining part of
the playfield contains some control elements. It may also be useful
for levels using teleportation from one area to another area while
still controlling which parts of the playfield entered by the player
are visible. It can also be used to force a certain initial visible
part of the playfield, regardless of the exact position of the player
within that area. And it is currently the only way to force showing
levels with an even width or even height with the player near the
border of the playfield with half-tile border elements, which would
also be needed for teleporting the player to a different part of the
playfield without scrolling the playfield relative to the player's
screen position.
Therefore, this feature should probably be considered experimental.
Holger Schemel [Sat, 14 Oct 2023 09:46:08 +0000 (11:46 +0200)]
fixed bug with limiting forced scroll delay value to lower default value
Holger Schemel [Wed, 11 Oct 2023 09:45:15 +0000 (11:45 +0200)]
fixed broken player option "no centering when relocating"
Holger Schemel [Sun, 8 Oct 2023 22:16:53 +0000 (00:16 +0200)]
fixed bug with global animation at top left playfield corner for one frame
Holger Schemel [Sun, 8 Oct 2023 22:11:13 +0000 (00:11 +0200)]
moved code to set global animation to CE position to separate function
Holger Schemel [Sun, 8 Oct 2023 21:33:54 +0000 (23:33 +0200)]
fixed bug with CE replacing exploding player, causing half-dead player
This bug could happen when a player was just exploding (for whatever
reason) and an adjacent CE replaced the explosion's center element
with something else, leading to the player not being totally removed,
potentially causing some strange effects afterwards.
This change adds some cleanup required to prevent such cases.
Holger Schemel [Sun, 8 Oct 2023 12:01:10 +0000 (14:01 +0200)]
fixed bug with causing explosion instead of killing player directly
While the final effect is the same (player is killed), the player was
killed by an explosion before (causing a "double explosion" when the
player itself exploded when being killed by the explosion), while the
player is killed directly now, preventing the double explosion.
Holger Schemel [Sun, 8 Oct 2023 11:46:18 +0000 (13:46 +0200)]
fixed bug with CE change setting the player to its current position
This change fixes a bug where a CE change places the player at the
current player position, causing an explosion at that playfield
position, which should not happen.
In other words, such an event would normally relocate the player, but
to a playfield position which is identical to the current playfield
position of the player, which should therefore have no effect at all.
The bug occured because it was not checked if the new element to be
created is the player itself, but only checks if an element that is
not walkable by the player is created at the players current position.
Holger Schemel [Sun, 8 Oct 2023 11:35:15 +0000 (13:35 +0200)]
added selecting element for group elements according to current level
This change works similar to the previous commit, but not selecting an
animation frame according to the current level, but selecting a game
element from a number of elements in a group element (selecting the
first element for the first level, the second element for the second
level, and so on, again overwrapping if there are more levels than
game elements defined for the group element). That way, different game
elements can be used in different levels which all use the same group
elements.
Holger Schemel [Sun, 8 Oct 2023 11:22:11 +0000 (13:22 +0200)]
added new animation mode "level_nr" to select frame according to level
This change adds a new animation mode "level_nr" which selects a
single animation frame from a number of frames that corresponds to the
current level. That is, the first frame is used for the first level,
the second frame is used for the second level and so on (overwrapping
frames if there are more levels than animation frames). This animation
mode can therefore only be used for non-animated game graphics, like
walls. So this animation mode can be used to have different graphics
in different levels for certain game elements, while still using the
same game elements in each level.
Holger Schemel [Mon, 2 Oct 2023 23:07:36 +0000 (01:07 +0200)]
fixed bug with CE triggered global animations treated as "off-screen"
Holger Schemel [Mon, 2 Oct 2023 22:09:03 +0000 (00:09 +0200)]
added pausing global animations on playfield if game engine is paused
Holger Schemel [Mon, 2 Oct 2023 10:06:56 +0000 (12:06 +0200)]
fixed drawing envelope request to be always on top of global animations
Holger Schemel [Mon, 2 Oct 2023 09:58:01 +0000 (11:58 +0200)]
fixed drawing envelope request to be always on top of tile cursor
Holger Schemel [Mon, 2 Oct 2023 09:54:12 +0000 (11:54 +0200)]
moved code to draw envelope request over global animations
Holger Schemel [Sun, 1 Oct 2023 17:45:35 +0000 (19:45 +0200)]
fixed bug with shifted global playfield animations during envelope requests
Holger Schemel [Sat, 30 Sep 2023 09:24:32 +0000 (11:24 +0200)]
fixed CE condition that checks touching the player at some side
In the level editor on the "change" tab of a custom element, when
using the CE condition "[x] element changes ..." in combination with
"[x][touching] element [<element>]" with "at [<side>] side", there
was wrong behaviour in some cases when "<element>" was the player.
This was caused by not checking the side of the player (that was being
touched by the custom element), but by checking the side of the custom
element (touching the player), which is the exact opposite side here.
This change fixes the bug, now always checking the correct side as it
is configured in the level editor. (Regarding to the game engine test
suite, this functional game engine change did not break any tapes.)
Holger Schemel [Wed, 13 Sep 2023 08:51:48 +0000 (10:51 +0200)]
fixed calculating position of global animations triggered by CE change
Holger Schemel [Sat, 9 Sep 2023 14:37:26 +0000 (16:37 +0200)]
fixed bug with forced restart of global animations when restarting game
This fixes a bug which occured if the game was restarted (by loading a
tape during the game, or by playing again after a game was lost) and
if a custom artwork set was active that used cross-fading for the game
screen. In this case, global animations displayed during the game were
stopped, but not restarted again,
Holger Schemel [Sat, 9 Sep 2023 13:55:44 +0000 (15:55 +0200)]
improved forced restart of global animations when restarting game
When forcing a restart of global animations when restarting the game,
a full screen redraw is neither required nor desired. Therefore, this
change only restarts global animations according to the game status
passed to function "RestartGlobalAnimsByStatus()", but does not redraw
the screen (including global animations, so nothing is drawn at all).
Holger Schemel [Sun, 20 Aug 2023 21:22:10 +0000 (23:22 +0200)]
removed redundant code
Holger Schemel [Sun, 20 Aug 2023 14:36:36 +0000 (16:36 +0200)]
fixed one-frame delay when global animations leave "init" state
This fixes a bug for global animations which either have an initial
delay or an initial event defined, causing a delay of one screen frame
after the initial waiting state has ended and before the running state
(which displays the global animation) is started.
This can especially be visible if a changing CE is graphically replaced
with a global animation triggered by the CE change.
Holger Schemel [Sun, 20 Aug 2023 13:21:06 +0000 (15:21 +0200)]
changed global animations to handle only one CE change event per frame
Before, several (same) CEs could change within the same game frame,
triggering the same global animation several times (each time with the
new/next CE, with different CE position for each change. for example).
This bugfix results in each global animation being triggered exactly
one time for each change of the same CE in the same frame (which is
especially important if there are several global animations being
triggered by the change of the same CE, to display several animations
for several same CEs changing in the same game frame).
Holger Schemel [Sun, 20 Aug 2023 12:57:58 +0000 (14:57 +0200)]
added option to not trigger further animations if CE change event consumed
This adds the parameter "consume_ce_event" to the ".style" option of
global animations to prevent any further global animation to be
triggered by "ce_change" events (".init_event" or ".anim_event") if
the event was already recognized by any other global animation (which
therefore "consumes" this event).
Using this option, several similar global animations can be defined
that are triggered one after another by several custom element changes
to make it possible to show several similar global animations for
multiple CE changes at the same time.
Holger Schemel [Sun, 20 Aug 2023 12:17:40 +0000 (14:17 +0200)]
added setting scroll offset to global animation position triggered by CE
Holger Schemel [Sun, 20 Aug 2023 11:53:24 +0000 (13:53 +0200)]
fixed bug when handling init and anim events for global animations
Before, defining ".init_event" as "click:anim_X" and ".anim_event" as
"click" resulted in the global animation being started by clicking
global animation "anim_X" (which is correct), but resulted in stopping
it by clicking the animation itself (which is correct), but also by
clicking global animation "anim_X" (which is not correct).
Holger Schemel [Sun, 20 Aug 2023 11:38:15 +0000 (13:38 +0200)]
fixed bugs when parsing global animation parameter values
The previous code recognized the value "click" in the parameter string
"click,click:anim_X", but did not in string "click:anim_X,click".
Holger Schemel [Sun, 20 Aug 2023 11:31:23 +0000 (13:31 +0200)]
added setting global animation position from CE triggering that animation
Holger Schemel [Wed, 16 Aug 2023 13:55:22 +0000 (15:55 +0200)]
fixed setting global animation sync frame when started with ".init_event"
The previous code only handled adjusting the initial animation sync
frame when starting the animation using an "init delay" configuration
(starting the animation after a delay), but did not handle starting
the animation using an "init event" configuration (like triggering by
a click event or by a custom element change), in which case the sync
frame should also be reset.
Holger Schemel [Sun, 13 Aug 2023 11:57:49 +0000 (13:57 +0200)]
added support for CE change pages triggering global animations
This commit extends the previous commit to not only be able to trigger
global animations using "ce_change:custom_X" (by any CE change page),
but also by specifying change page using "ce_change:custom_X.page_Y".
Holger Schemel [Sat, 29 Jul 2023 23:50:39 +0000 (01:50 +0200)]
added support for custom elements triggering global animations
For the global animation options ".init_event" or "anim_event" in file
"graphicsinfo.conf", the new value "ce_change:custom_xxx" can be used
to trigger (initiate or continue) the corresponding global animation
whenever custom element "custom_xxx" changes.
Holger Schemel [Sun, 3 Sep 2023 20:57:17 +0000 (22:57 +0200)]
fixed bug with re-initialized variables when reading multiple config files
Holger Schemel [Sun, 3 Sep 2023 20:51:33 +0000 (22:51 +0200)]
added wrapper functions to initialize and set variables
Holger Schemel [Sun, 3 Sep 2023 20:42:52 +0000 (22:42 +0200)]
moved code to check redefined screen positions to separate function
Holger Schemel [Wed, 16 Aug 2023 15:16:50 +0000 (17:16 +0200)]
fixed stopping music if global anim music differs from current music
As there is only one single music channel, the following edge case
could happen before this commit: The current screen plays music from
a global animation, while the next screen plays background music as
defined for this screen (as it might happen with two title screens).
When going from one screen to the other screen, the global animation
music from the first screen is stopped and the background music for
the second screen is started.
If there is a delay between both screens (typically by fading from one
screen to the next one), the first music is stopped and the second
music is started shortly after. Everything works as expected.
However, if there is no delay between both screens (if fading is
disabled by setup menu or by graphics configuration), stopping and
starting old and new music happens in the same screen frame. But as
global animations (including music) are applied *after* the screen is
prepared (also including music), the music for the new screen is
started and immediately stopped again by the global animation code,
which notices the screen change and stops the global animation for the
previous screen (including stopping music for it).
This is fixed now by only stoping the global animation's music if it
is still the same as the currently playing music (which would not be
the case in the edge case described above).
Holger Schemel [Wed, 16 Aug 2023 14:45:40 +0000 (16:45 +0200)]
fixed playfield redraw bug when closing envelope after asking to play again
This reverts commit
3df902ff.
For currently unknown reason, the above commit does not fix the
described bug, but introduces it. As long as this is not sorted out,
the commit will be reverted.
Holger Schemel [Sun, 13 Aug 2023 10:41:15 +0000 (12:41 +0200)]
fixed bug with checking for mouse events used by custom elements
Holger Schemel [Sat, 12 Aug 2023 13:59:43 +0000 (15:59 +0200)]
fixed using full image size for initial images if not specified
Holger Schemel [Sat, 12 Aug 2023 13:58:14 +0000 (15:58 +0200)]
moved code for getting size of initial images to corresponding function
Holger Schemel [Thu, 15 Jun 2023 21:05:50 +0000 (23:05 +0200)]
moved code to handle mouse actions to separate function
Holger Schemel [Tue, 13 Jun 2023 21:24:52 +0000 (23:24 +0200)]
fixed sending key release events to animation event handling
Holger Schemel [Tue, 13 Jun 2023 21:22:10 +0000 (23:22 +0200)]
fixed sending button press/release events to animation event handling
Holger Schemel [Mon, 12 Jun 2023 18:31:05 +0000 (20:31 +0200)]
added variables to prevent repeating expression
Holger Schemel [Mon, 12 Jun 2023 17:53:52 +0000 (19:53 +0200)]
changed global animation events to use more practical bit range
Holger Schemel [Mon, 12 Jun 2023 16:59:42 +0000 (18:59 +0200)]
reordered some preprocessor definitions
Holger Schemel [Sat, 10 Jun 2023 09:51:21 +0000 (11:51 +0200)]
fixed broken animation of CE that can not change, but has CE delay action
This fixes a bug that occurred if a custom element with an animation
has a CE action defined to be triggered after a delay, but without a
CE change, in which cause there was no animation displayed at all.
Holger Schemel [Thu, 8 Jun 2023 00:12:12 +0000 (02:12 +0200)]
fixed bugs when using music sets without unconfigured game music
Without this fix, playing a level set with an "empty" music set (that
has no in-game music, like it is the case for all Emerald Mine Club
level sets, for example) caused the game to fall back to the classic
(default) game music set, even though using an "empty" music set was
by intention in such cases.
Holger Schemel [Thu, 8 Jun 2023 00:09:24 +0000 (02:09 +0200)]
fixed crash bug on info screen if music set has no unconfigured music
Holger Schemel [Tue, 6 Jun 2023 21:00:38 +0000 (23:00 +0200)]
fixed drawing (maybe redefined) empty space around MM style level in editor
Holger Schemel [Thu, 1 Jun 2023 21:22:37 +0000 (23:22 +0200)]
added options "played_header" and "played" to music file info
If option "played" is specified in the music file info, it overrides
a potentially detected level number to be displayed for this option.
The option "played_header" can be used to replace the text "played in"
with a different header text.
Holger Schemel [Wed, 24 May 2023 15:04:06 +0000 (17:04 +0200)]
added highlighting single MM wall tiles in editor when pressing Alt key
Holger Schemel [Wed, 24 May 2023 14:25:24 +0000 (16:25 +0200)]
added highlighting similar elements in editor when pressing Alt+Shift keys
Holger Schemel [Wed, 24 May 2023 14:24:05 +0000 (16:24 +0200)]
version number set to 4.3.7.0
Holger Schemel [Sun, 21 May 2023 13:49:46 +0000 (15:49 +0200)]
version number set to 4.3.6.0
Holger Schemel [Sat, 20 May 2023 23:22:10 +0000 (01:22 +0200)]
fixed bug with triggering "entered by player" event when pushing element
Holger Schemel [Fri, 19 May 2023 14:05:08 +0000 (16:05 +0200)]
added following diagonal side of a slope corner for MM engine
Holger Schemel [Fri, 19 May 2023 13:45:19 +0000 (15:45 +0200)]
moved variables to higher position in scope
Holger Schemel [Fri, 19 May 2023 13:43:17 +0000 (15:43 +0200)]
fixed bug with wrong laser position for slope element check in MM engine
Holger Schemel [Fri, 19 May 2023 13:41:51 +0000 (15:41 +0200)]
fixed bug with wrong check offset for slope elements in MM engine
Holger Schemel [Fri, 19 May 2023 13:31:45 +0000 (15:31 +0200)]
moved checking element mask to separate function in MM engine
Holger Schemel [Fri, 19 May 2023 13:27:29 +0000 (15:27 +0200)]
fixed bugs with wrong X/Y access in element mask in MM engine
Holger Schemel [Fri, 19 May 2023 10:37:12 +0000 (12:37 +0200)]
moved code for handling wall side of slope for MM engine
Holger Schemel [Fri, 19 May 2023 10:19:01 +0000 (12:19 +0200)]
improved reflecting laser by slope in corners in MM engine
Holger Schemel [Fri, 19 May 2023 10:16:37 +0000 (12:16 +0200)]
fixed small graphical bug with laser overloaded by slope in MM engine
Holger Schemel [Wed, 17 May 2023 14:26:39 +0000 (16:26 +0200)]
fixed hitting some edge on the way to opposing diagonal side of slope
Holger Schemel [Wed, 17 May 2023 14:13:40 +0000 (16:13 +0200)]
fixed advancing laser position on slopes from non-center position
Holger Schemel [Wed, 17 May 2023 10:45:40 +0000 (12:45 +0200)]
fixed bug when checking if end of slope is blocked by other element
Holger Schemel [Wed, 17 May 2023 10:29:18 +0000 (12:29 +0200)]
moved code to count bits to separate function
Holger Schemel [Wed, 17 May 2023 09:25:43 +0000 (11:25 +0200)]
added stopping game startup actions on Escape key when using MM engine