Age | Commit message (Collapse) | Author |
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Otherwise, every global variable of type NRect requires a constructor to be
run, which can cause portability issue.
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this fixes a nasty bug in several scenes which use message lists from a DataResource
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GameModule::initCrystalColorsPuzzle()
- Add Scene::isMessageList2, only used in Scene2101
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- Enable return to launcher
- Remove obsolete comments
- Remove braces in single-line statements
- Remove unused non-transparent drawing code in BaseSurface::copyFrom
- Clean up mouse cursor insertion code in Scene class
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- Remove fallback detector (I think it's not needed)
- Rename Scene insertMouse methods
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- Add microtiles to the screen update to eliminate overdraw
(microtiles code taken from the Toltecs engine)
- Fix sprite dimensions in AsScene1402PuzzleBox which caused a crash
- Fix screen shaking in Scene1402
(the puzzle box and bridge parts now shake along :)
- Use addSoundItem/addMusicItem in the SoundMan instead of
directly using push_back on the resp. arrays
- Remove old code and comments
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- Add handling of ascii and system key input
- Fix TextSurface::drawChar()
- Pause audio when entering the menu, resume it again afterwards
- Add TextEditWidget
- Add SaveGameMenu (doesn't actually save anything yet and needs more work)
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- Clear render queue at each scene initiailization
- Fix mouse cursor visibility (again :)
- Fix SmackerScene screen clearing
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renderqueue stuff
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- Only update entities according to the current frame rate but run the actual game loop at a faster rate so the mouse cursor movement doesn't get choppy
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- Try to stay close to the actual frame rate
- Also use the Smacker frame rate when a video is playing to
keep videos in sync with the audio
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static sprites; the classes were only used to set the sprite surface priority with a message, which is now handled in the scene
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Sounds and music play now in some scenes
(I didn't change the comments to code in all modules yet)
- Fix calcHash to ignore non-alphanumeric characters, this fixes at least
one animation glitch (when inserting tapes into the player)
- Move SoundResource to sound.cpp
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- Implement Scene2501
- Add Scene::removeSprite
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- Started replace message numbers with constants
- Add NRect::contains
- Some cleanup
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- Also fix some bugs regarding a missing parameter to setMessageList in various scenes
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but nicer)
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insertMouse433 etc. methods and use them
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- Introduce Scene::insertStaticSprite to create static sprites instead of the old "addSprite(new StaticSprite" (not used everywhere yet)
- Introduce macro InsertKlayman to create the Klayman object
- Change sendMessage semantics from "receiver->sendMessage(num,arg,sender)" to "sendMessage(receiver,num,arg)", the sender is always the sending object ("this")
- Similar changes using macros will follow
- And fixed a bug in the elevator
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- Load SceneInfo140 from neverhood.dat
- Some renaming
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- Implement DataResource::getHitRectList, DataResource::getMessageListAtPos and related stuff in scene.cpp
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- Move GameModule::startup call into engine instead of the game module constructor
- Reduce debug output
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- Implement CollisionMan::removeSprite
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- Fix an odd bug with the game variables (index of newly added subvar was sometimes -1)
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- Module1000 is now almost complete
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- Add "heavy debug" output to Entity (display which update/message handler is called)
- Also add more debug output
- Error out when a StaticData resource could not be found
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- This is since the alignment stuff didn't work and it's not worth it to investigate
- Add possibility to write out hardcoded message lists instead of reading from the exe for special lists
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- The button can now be used, but looking at the open window doesn't work yet since game variables aren't implemented yet.
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- Fix a bug in Klayman's walking
- The lever can now be used
- Other stuff is still missing
- Remove entity.cpp since it's not needed
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- Start to implement KmScene1001
- Implement queryPositionSprite and queryPositionRectList
- Implement message list related code (setting and running them)
- Access to message params now with accessors (so compatible types can be converted)
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- Rename Scene::_playerSprite to _klayman
- Send mouse clicks to the scene object (has not effect yet)
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- Implement BaseSurface::drawSpriteResourceEx
- Use CollisionMan in Scene
- Some cleanup
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- The intro video after the logo screens is now played (still needs better sync)
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