Age | Commit message (Collapse) | Author |
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Don't rely on event.mousePos staying the same throughout the loop.
This makes sure the button stays highlighted for as long as the
mouse button is depressed, unless the mouse is moved off the button.
The calculation of mousePos is slightly hackish. It should probably
use a GfxManager object for that, but this will do for now.
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logic for full game versus demo into the respective Game classes.
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It was using out-of-bounds data to manipulate the palette, and a
missing break caused it to change palette again immediately. Still,
even after this change I had the impression that the temporary
palette was visible for a bit longer in DOSBox. Could be my
imagination, though.
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This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
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The start/intro dialog, the inventory dialog and the conversation
dialog now call delayMillis() in their event loop. This is
consistent with how the action menu dialog already worked.
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Save slot 0 is valid. It's -1 that indicates cancelling. Also, we
need to check if the user tried to quit, to avoid a nasty loop of
hard-to-terminate restore dialogs.
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Ringworld demo scene creation to it's own game class
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the wrong place"
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glitch is visible (after scene 6100)"
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the game
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maintained between scenes
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This also fixes the problem with the cursor appearing in cutscenes when you press any key
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#7600
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the screen
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original)
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