has its own synchronization and is CPU friendly, too */
if (game_status != PLAYING)
- Delay(1000);
+ {
+ XSync(display, FALSE);
+ Delay(10000);
+ }
}
- if (game_status==EXITGAME)
+ if (game_status == EXITGAME)
return;
}
}
SetDrawtoField(DRAW_DIRECT);
}
- if (soft_scrolling_on && game_status==PLAYING)
+ if (soft_scrolling_on && game_status == PLAYING)
+ {
+ int fx = FX, fy = FY;
+
+ fx += (PlayerMovDir & (MV_LEFT|MV_RIGHT) ? ScreenMovPos : 0);
+ fy += (PlayerMovDir & (MV_UP|MV_DOWN) ? ScreenMovPos : 0);
+
XCopyArea(display,fieldbuffer,backbuffer,gc,
- FX,FY, SXSIZE,SYSIZE,
+ fx,fy, SXSIZE,SYSIZE,
SX,SY);
+ }
XCopyArea(display,drawto,window,gc, x,y, width,height, x,y);
}
}
-int GameSpeed = 2;
-int MoveSpeed = 8;
-
void HandleKey(KeySym key, int key_status)
{
int joy = 0;
break;
case PLAYING:
{
+ static int player_frame_reset_delay = 0;
BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
if (GameOver && newbutton)
if (joy)
{
+ player_frame_reset_delay = 0;
+
if (button1)
snapped = SnapField(dx,dy);
else
{
DigField(0,0,0,0,DF_NO_PUSH);
SnapField(0,0);
- PlayerFrame = 0;
+ if (++player_frame_reset_delay > MoveSpeed)
+ PlayerFrame = 0;
}
if (tape.playing && !tape.pausing && !joy && tape.counter<tape.length)