From 5f180fceb4ba6ef23e944d5cd110e4da7dbb585a Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Sat, 17 Feb 2024 14:09:39 +0100 Subject: [PATCH] fixed element animation when collecting for BD engine --- src/game_bd/bd_graphics.c | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 7472782e..89ada120 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -292,6 +292,12 @@ static boolean use_native_bd_graphics_engine(void) } #endif +/* returns true if the element is collectible */ +static inline boolean is_collectible(const int element) +{ + return (gd_elements[element & O_MASK].properties & P_COLLECTIBLE) != 0; +} + int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { GdCave *cave = game->cave; @@ -358,6 +364,11 @@ int gd_drawcave(Bitmap *dest, GdGame *game, boolean force_redraw) { /* redraw previous game element on the cave field the new element is moving to */ int tile_old = game->last_element_buffer[y][x]; + + /* only redraw previous game element if it is not collectible (like dirt etc.) */ + if (is_collectible(tile_old)) + tile_old = O_SPACE; + struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame]; blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, -- 2.34.1