Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Now they really do the fade-in/fade-out effect.
|
|
|
|
|
|
|
|
Add a redefinition of closest() to do so.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
There's a mayor bug which blocks the toolbar from interaction after loading. To be investigated during the upcoming days.
|
|
Hopefully it will solve a bunch of memory leak problems.
Now Spare is a central container, which stores pointers to every Sprite currently used by the engine.
Because of that, there's no more need for Queue's clear().
In case of snKill(), it's just a safeguard, since it's only used by the engine to "kill" the speech bubbles, but we will check Spare anyway, so it's the safest this way.
|
|
|
|
|
|
|
|
Now the inventory system is working as intended.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Add and implement Sprite::setCave() during the process.
|
|
|
|
The sound code connected to them is still gappy.
|
|
|