Age | Commit message (Collapse) | Author |
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testing (Warning: unstable in some places).
svn-id: r42841
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svn-id: r42840
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animation with a certain ID
* Made GameObjects track their titles as Strings rather than byte *
* Made the engine display the title of the object under the cursor (added a special animation ID for that, kTitleText)
svn-id: r42839
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svn-id: r42838
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destructor still needs to use the screen).
svn-id: r42837
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* Added AnimationManager::getTopAnimationID(x, y) which returns the ID of the top layer animation located on a point
* Added Animation::getScale{X,Y}()
* Fixed a few bugs related to animations sometimes having no frames
svn-id: r42836
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or scaled)
* Made the Text class internally store a Common::String instead of a byte *
svn-id: r42835
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* Fixed unsigned to signed comparison warning
svn-id: r42834
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* Made Font::getStringWidth() calculate the width of the string properly now that handling of multi-row strings is in
* Fixed bug which caused the last column of pixels in the last letter of a string to linger on the screen
svn-id: r42832
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Drawable's private members protected so they can access them
* Added Text::drawScaled() and altered Text::getRect() so Text instances can be accessed through a Drawable pointer. Scaling text is planned for later because it's not essential.
svn-id: r42789
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newline and end-of-string marker).
svn-id: r42788
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(use methods of Common::Rect instead of doing it manually).
svn-id: r42779
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svn-id: r42778
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* Implemented WalkOn GPL command.
* Temporarily remaped StayOn and WalkOnPlay to WalkOn (for testing).
svn-id: r42735
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svn-id: r42734
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a program. This is done to prevent Release wreaking havoc if it is unpaired (i.e. if the script forgot to call a Mark first).
svn-id: r42733
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svn-id: r42732
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because Game uses pointers from the init archive which should outlive it (but didn't previously).
* Added support for setting loop status to Game.
* Made some GPL commands check whether we are in the correct loop status before executing.
svn-id: r42731
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* Removed temporary hack I accidentally committed
svn-id: r42730
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gates' scripts (for added effects and testing).
svn-id: r42684
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order in which they were loaded). This is needed by some GPL commands.
* Added Game::getNumObjects() which returns the number of objects in the game
* Fixed segfault (accessing a null Animation *)
* Added some docs to various things
svn-id: r42683
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decided to go for a mixed approach (where Animation has a global scaling factor for the whole animation which is separate from Drawable's scaled width and height) so the animation can be scaled more naturally when the scale often changes (like with perspective when the dragon is walking). Previously, one had to alter the sizes of each frame of the dragon's animation whenever the dragon moved which was unclean.
svn-id: r42680
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* Fixed bug in Animation::nextFrame() which caused non-looping animations to linger on forever
* Stopped setting looping to false explicitly in AnimationManager::addAnimation() since the Animation constructor already does that
svn-id: r42657
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svn-id: r42653
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* Instead, Animation::nextFrame() marks both the old and the new frame dirty. This makes it possible to only update the real screen when the animation changes and results in a pretty big speedup.
* Added utility method Animation::markDirtyRect() which takes a (Surface *) and marks a dirty rect on it for the current frame.
* Fixed artifacts when moving the dragon.
svn-id: r42652
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don't start/stop it over and over.
svn-id: r42651
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instead of scaling it to nothing. Fixes the disappearing chair bug.
svn-id: r42650
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animation to be played correctly.
svn-id: r42649
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Sprite and Text.
* Changed some Drawable members from uint16 to uint.
* Added some const qualifiers to methods of Drawable.
svn-id: r42648
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* Now each Sprite (and hence frame in an animation) can have a separate zoom (which is needed for some animations in the game)
* Scale factors are not stored any more; instead, we only store scaled dimensions (since these are stored in the data files) and calculate the factors from those.
svn-id: r42647
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svn-id: r42628
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* Made the dragon scale when it is in different parts of the room
* Added getters for relative coordinates (Animation::getRelativeX() and Animation::getRelativeY())
* Commented Game::loop() and Sprite::draw*() methods in more detail
svn-id: r42627
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* Moved static declaration of real_to_double() to game.cpp
svn-id: r42616
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Game::loadRoom() read in pers0 and persStep correctly.
svn-id: r42612
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for short periods of time when moved to a new location.
svn-id: r42586
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engine was busier than usual (like when redrawing the whole screen when returning from minimized state).
svn-id: r42585
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svn-id: r42584
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svn-id: r42583
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has mouse enabled.
svn-id: r42582
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locations allowed by the walking map)
* Enabled drawing the walking map with the 'w' hotkey for testing
svn-id: r42581
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immediately when they are created.
svn-id: r42580
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* Added support for sorting animations when Z is changed later on (AnimationManager::sortAnimations())
* Added support for relative coordinates (Animation::setRelative())
* Fixed bug where AnimationManager::deleteOverlays() deleted all animations
svn-id: r42579
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(right arrow switches to the next room, left to the previous.
svn-id: r42577
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* Modified the engine to leverage BArchive's memory management capabilities by using its pointers to data directly instead of copying
* Removed GameObject destructor (not needed because of the above change)
* Changed some more data members from uint16 to uint
svn-id: r42555
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* Fixed leak in BArchive::loadFileDFW()
svn-id: r42554
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* Fixed unsigned to signed comparison.
svn-id: r42549
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svn-id: r42547
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* Added WalkingMap::isWalkable()
* Renamed remaining _priority identifiers to _z which were left by mistake in the previous commit
svn-id: r42546
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svn-id: r42542
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* Added DraciEngine::walkingMapsArchive
* Made Game::loadRoom() read in the current walking map
svn-id: r42541
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