Age | Commit message (Collapse) | Author |
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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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svn-id: r42535
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svn-id: r42534
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Added a HACK note for running the gates' scripts.
svn-id: r42532
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to int
* Modified Game::loadRoom to load gates and execute their scripts
* The first room loaded is now Game::_info._startRoom instead of 0
* Fixed reading of _pers0 and _persStep from the data files (they are 6 instead of 12 bytes)
* Added more debug info to Script and Game
svn-id: r42515
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_smallFont and _bigFont so each font can be handled separately.
svn-id: r42514
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svn-id: r42489
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drawn after it's stopped
* Fixed debugging info when starting and stopping animations
svn-id: r42485
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svn-id: r42465
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svn-id: r42464
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IsObjOff, IsObjAway
* Changed GameObject::_location to an int since we sometimes use location -1.
* Some more uint <-> int changes to prevent comparisons between signed and unsigned.
svn-id: r42452
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number of icons is correct.
svn-id: r42449
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between scene redraws (filled with the colour 0) to fix artifacts when animating the logo.
svn-id: r42448
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of filling the surface manually. Changed Surface to use uint instead of uint8 throughout.
svn-id: r42447
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animation can have a different delay.
svn-id: r42427
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distributor logo.
svn-id: r42426
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draw anything on some parts of the screen.
svn-id: r42425
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onto the evaluation stack).
svn-id: r42424
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SEEK_SET. It also now checks whether there is a non-zero jump value set before doing the jump.
svn-id: r42254
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caused a noisy effect when changing rooms because the palette was changed before the new scene was loaded.
svn-id: r42251
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and palette caches). Made the DraciEngine destructor delete the rooms, overlays and animations archives.
svn-id: r42250
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* Implemented c_If, c_Goto and c_Let opcodes
* Changed the interpreter to work with signed ints instead of uints (the interpreter uses negative values sometimes)
* Fixed documentation of Script::run() which said it is a disassembler (forgot to change it earlier)
svn-id: r42249
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svn-id: r42247
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Game::{get,set}Variable() methods.
* Removed obsolete comment about the cyclic field not being used in Game::loadAnimation()
svn-id: r42246
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svn-id: r42245
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_seqTab (not used anymore), added Common::Array<int> _anims.
* Handled cylic animations properly
* Handled the Z coordinate properly
svn-id: r42244
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* Reordered Animation::nextFrame() a bit to make sure the timings are correct (particularly the last frame)
* Added checks to AnimationManager::play() and AnimationManager::stop() so it doesn't dereference a null pointer.
svn-id: r42243
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it and made it int instead of uint16
* Implemented variable accessing by the math evaluator
* Fixed bug from previous commit (should have used && when checking for ending instructions, not ||)
svn-id: r42242
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svn-id: r42241
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upper left corner. Replaced some more instances of magic numbers with kDragonObject. Made Game::init() a bit more readable.
svn-id: r42237
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