While the existing animation mode ".global_sync" is used to sync game
animations with the frame counter of the game just played, the new
mode ".global_anim_sync" can be used to sync with the global animation
frame counter, which makes it possible to sync with global animations
that are always running during program execution (that is, in the menu
and while playing a game, without interruption).
part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
part->initial_anim_sync_frame =
part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
part->initial_anim_sync_frame =
- (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
+ (g->anim_global_sync || g->anim_global_anim_sync ? 0 :
+ anim_sync_frame + part->init_delay_counter);
// do not re-initialize random animation frame after fade-in
if (part->anim_random_frame == -1)
// do not re-initialize random animation frame after fade-in
if (part->anim_random_frame == -1)
return click_consumed_current;
}
return click_consumed_current;
}
+
+int getGlobalAnimSyncFrame(void)
+{
+ return anim_sync_frame;
+}
boolean HandleGlobalAnimClicks(int, int, int, boolean);
boolean HandleGlobalAnimClicks(int, int, int, boolean);
+int getGlobalAnimSyncFrame(void);
+
{ ".delay", "1", TYPE_INTEGER },
{ ".anim_mode", ARG_UNDEFINED, TYPE_STRING },
{ ".global_sync", "false", TYPE_BOOLEAN },
{ ".delay", "1", TYPE_INTEGER },
{ ".anim_mode", ARG_UNDEFINED, TYPE_STRING },
{ ".global_sync", "false", TYPE_BOOLEAN },
+ { ".global_anim_sync", "false", TYPE_BOOLEAN },
{ ".crumbled_like", ARG_UNDEFINED, TYPE_ELEMENT },
{ ".diggable_like", ARG_UNDEFINED, TYPE_ELEMENT },
{ ".border_size", ARG_UNDEFINED, TYPE_INTEGER },
{ ".crumbled_like", ARG_UNDEFINED, TYPE_ELEMENT },
{ ".diggable_like", ARG_UNDEFINED, TYPE_ELEMENT },
{ ".border_size", ARG_UNDEFINED, TYPE_INTEGER },
int element = gpc->value;
int graphic = el2panelimg(element);
int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
int element = gpc->value;
int graphic = el2panelimg(element);
int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
- sync_random_frame : INIT_GFX_RANDOM());
+ sync_random_frame :
+ graphic_info[graphic].anim_global_anim_sync ?
+ getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
if (gpc->value != gpc->last_value)
{
if (gpc->value != gpc->last_value)
{
int last_anim_random_frame = gfx.anim_random_frame;
int graphic = gpc->graphic;
int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
int last_anim_random_frame = gfx.anim_random_frame;
int graphic = gpc->graphic;
int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
- sync_random_frame : INIT_GFX_RANDOM());
+ sync_random_frame :
+ graphic_info[graphic].anim_global_anim_sync ?
+ getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
if (gpc->value != gpc->last_value)
{
if (gpc->value != gpc->last_value)
{
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
if (graphic_info[graphic].anim_global_sync)
GfxFrame[x][y] = FrameCounter;
+ else if (graphic_info[graphic].anim_global_anim_sync)
+ GfxFrame[x][y] = getGlobalAnimSyncFrame();
else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
GfxFrame[x][y] = CustomValue[x][y];
else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
GfxFrame[x][y] = CustomValue[x][y];
else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
// animation synchronized with global frame counter, not move position
g->anim_global_sync = parameter[GFX_ARG_GLOBAL_SYNC];
// animation synchronized with global frame counter, not move position
g->anim_global_sync = parameter[GFX_ARG_GLOBAL_SYNC];
+ // animation synchronized with global anim frame counter, not move position
+ g->anim_global_anim_sync = parameter[GFX_ARG_GLOBAL_ANIM_SYNC];
+
// optional element for cloning crumble graphics
if (parameter[GFX_ARG_CRUMBLED_LIKE] != ARG_UNDEFINED_VALUE)
g->crumbled_like = parameter[GFX_ARG_CRUMBLED_LIKE];
// optional element for cloning crumble graphics
if (parameter[GFX_ARG_CRUMBLED_LIKE] != ARG_UNDEFINED_VALUE)
g->crumbled_like = parameter[GFX_ARG_CRUMBLED_LIKE];
GFX_ARG_DELAY,
GFX_ARG_ANIM_MODE,
GFX_ARG_GLOBAL_SYNC,
GFX_ARG_DELAY,
GFX_ARG_ANIM_MODE,
GFX_ARG_GLOBAL_SYNC,
+ GFX_ARG_GLOBAL_ANIM_SYNC,
GFX_ARG_CRUMBLED_LIKE,
GFX_ARG_DIGGABLE_LIKE,
GFX_ARG_BORDER_SIZE,
GFX_ARG_CRUMBLED_LIKE,
GFX_ARG_DIGGABLE_LIKE,
GFX_ARG_BORDER_SIZE,
int anim_mode;
boolean anim_global_sync;
int anim_mode;
boolean anim_global_sync;
+ boolean anim_global_anim_sync;
int crumbled_like; // element for cloning crumble graphics
int diggable_like; // element for cloning digging graphics
int crumbled_like; // element for cloning crumble graphics
int diggable_like; // element for cloning digging graphics
// animation synchronized with global frame counter, not move position
if (graphic_info[graphic].anim_global_sync || sync_frame < 0)
sync_frame = FrameCounter;
// animation synchronized with global frame counter, not move position
if (graphic_info[graphic].anim_global_sync || sync_frame < 0)
sync_frame = FrameCounter;
+ else if (graphic_info[graphic].anim_global_anim_sync)
+ sync_frame = getGlobalAnimSyncFrame();
return getAnimationFrame(graphic_info[graphic].anim_frames,
graphic_info[graphic].anim_delay,
return getAnimationFrame(graphic_info[graphic].anim_frames,
graphic_info[graphic].anim_delay,
if (graphic_info[graphic].anim_global_sync)
sync_frame = FrameCounter;
if (graphic_info[graphic].anim_global_sync)
sync_frame = FrameCounter;
+ else if (graphic_info[graphic].anim_global_anim_sync)
+ sync_frame = getGlobalAnimSyncFrame();
else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
sync_frame = GfxFrame[x][y];
else
else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
sync_frame = GfxFrame[x][y];
else
if (graphic_info[graphic].anim_global_sync)
sync_frame = FrameCounter;
if (graphic_info[graphic].anim_global_sync)
sync_frame = FrameCounter;
+ else if (graphic_info[graphic].anim_global_anim_sync)
+ sync_frame = getGlobalAnimSyncFrame();
else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
sync_frame = GfxFrame[x][y];
else
else if (IN_FIELD(x, y, MAX_LEV_FIELDX, MAX_LEV_FIELDY))
sync_frame = GfxFrame[x][y];
else