Age | Commit message (Collapse) | Author |
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svn-id: r54385
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svn-id: r50890
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svn-id: r46320
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This simplifies a lot of code calling run(). Also, scripts called from the
inventory are now called with disabled mouse and title, as desired.
svn-id: r45848
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The old comments were completely misleading although the algorithm was good.
svn-id: r45824
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Replaced IDs of objects by pointers, which saves many lookups, each of which
is horribly ineffective. Moved a lot of code into methods of structs now
turned into objects.
Tested the new code a lot and seems to work as well as the old code.
svn-id: r45799
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svn-id: r45768
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This fixes the previous bugfix, which causes that I could not re-run the same
program (e.g., by repeatedly clicking on the hollow tree) if the hero did not
move at least one pixel.
svn-id: r45747
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Also, optimize play() and stop()
svn-id: r45746
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Increasing _segment by 1 makes the code much simpler.
svn-id: r45744
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svn-id: r45743
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Adjusting to the edge is done such that it respects slight sideways movements of the dragon.
Fixed rounding issues in the whole game. Improved debug messages. Made sure that the dragon
does not turn like crazy around when clicking on the same pixel: the final point is always the
clicked one although the middle points made by shifted to make the animations smooth, and
preserve the dragons direction if he has not walked.
There is a bug with running turning animations as they seem to disappear for 1 frame and have
incorrect Z coordinate. Will investigate it next.
svn-id: r45742
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It is not fully smooth yet due to rounding errors. However, it otherwise
does what it is supposed to including perspective correction.
svn-id: r45727
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I project the hero immediately to the end of each edge for the time being
though.
svn-id: r45722
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To implement proper walking, I have to respect the relative shifts defined
by the sprites as opposed to apply some constant velocity.
svn-id: r45714
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svn-id: r45713
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In these animations, each sprite can specify a relative shift with respect
to the previous sprite. Moving animations (such as walking of the dragon)
are easily described in this framework. I have sort of hacked their support
and it seems to work.
The current walking code does not interact with the new code yet, but it will
be easy to do.
svn-id: r45712
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- SIGSEGV by not stopping walking when changing rooms
- reset of the mouse cursor and object title during gate scripts
- updating the previous animation phase, also when starting new animation
- swapped up and down animations
svn-id: r45690
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First shot, not debugged yet, but seems to work (even though a bit hairy)!
svn-id: r45688
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svn-id: r45677
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The hero does not walk yet (it still teleports to the target immediately),
but that is just because the actual walking algorithm is left trivial first.
However, the main game loop, callbacks, and waiting all already work with
the general framework.
svn-id: r45648
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svn-id: r45644
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when reloaded
svn-id: r45640
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svn-id: r45623
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The current algorithm is much better than the original player'ss one and it
find really nice curved paths.
Also, started preparing interface for actually walking along this path.
svn-id: r45622
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svn-id: r45602
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svn-id: r45599
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PathVertex replaced by Common::Point. Do not update the path sprites if
not in the debugging mode.
svn-id: r45598
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svn-id: r45597
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svn-id: r45596
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The Sprite class points to the original buffer (which is cached in the memory
thanks to BArchive machinery) instead of allocating its own buffer and
copying the source there.
svn-id: r45594
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In particular, breadth-first search algorithm for getting the shortest path
in the walkable area and an algorithm making the path oblique when possible.
svn-id: r45591
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svn-id: r45525
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svn-id: r45523
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Also, fix a bug when loading the default walking map (wasn't implemented)
and setting font size. The reason I move this code into a new module is
because I will augment it with other walking-related algorithms soon.
svn-id: r45510
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