Age | Commit message (Collapse) | Author |
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on a signed int
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it from mutateImage
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re-reading the file each time
This is both more efficient and is part of the process of converting the entire game to RBG 565
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Useful for putting a breakpoint at certain ResultActions/Controls to
test out different instances of them.
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Conflicts:
video/avi_decoder.cpp
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Replace use of getTimeAndDate() by getMillis() when computing
elapsed time. This fixes an issue when playing around midnight.
Also rename some variables for clarity (since they contain a time
in seconds having Hour in the name was a bit confusing).
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Rewinding will work in any AVI video
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This could probably still go higher. The DOS version is *very* sensitive, too sensitive.
But this is still a bit slow.
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I realized that RlfAnimations don't use B-frames, therefore, can not easily go backwards.
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If an animation is 'mirrored', it doesn't have B-frames, only I-frames. However the animations are built
so the last half of the animation is the reverse of the first half
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Because y increases as you go down, not up
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Instead, pass all mouse events to ScriptManager
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This allows the main engine to pass mouse events to Controls
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iterate over _activeControls
We also change _activeControls to a List instead of a HashMap because a List should have
slightly better iteration time.
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Control syntax
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