return;
// copy current draw buffer to later copy back areas that have not changed
- BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ if (game_status_last != GAME_MODE_TITLE)
+ BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (CheckIfGlobalBorderRedrawIsNeeded())
{
width = -dx;
dx = TILEX + dx;
}
- else if (x==BX1 && dx < 0) /* object leaves playfield to the left */
+ else if (x == BX1 && dx < 0) /* object leaves playfield to the left */
{
width += dx;
cx = -dx;
dx = 0;
}
- else if (x==BX2 && dx > 0) /* object leaves playfield to the right */
+ else if (x == BX2 && dx > 0) /* object leaves playfield to the right */
width -= dx;
else if (dx) /* general horizontal movement */
MarkTileDirty(x + SIGN(dx), y);
if (y < BY1) /* object enters playfield from the top */
{
- if (cut_mode==CUT_BELOW) /* object completely above top border */
+ if (cut_mode == CUT_BELOW) /* object completely above top border */
return;
y = BY1;
height = -dy;
dy = TILEY + dy;
}
- else if (y==BY1 && dy < 0) /* object leaves playfield to the top */
+ else if (y == BY1 && dy < 0) /* object leaves playfield to the top */
{
height += dy;
cy = -dy;