Age | Commit message (Collapse) | Author |
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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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Script::start() a bit more readable.
svn-id: r42236
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found instead of Common::List<>::end().
svn-id: r42228
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removed leading underscore.
svn-id: r42227
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svn-id: r42226
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svn-id: r42225
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deleted before a new room is loaded) and set up a quick demonstration (left click advances to the next room, right click goes back).
svn-id: r42224
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* Fixed bug in AnimationManager::deleteAnimation() that could result in accessing the Common::List::end() sentinel value.
svn-id: r42223
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* Added Game::getRoomNum() which returns the current room number
* Made Game::loadRoom() execute the room's startup script, load the room's objects and run their init scripts as well
svn-id: r42194
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svn-id: r42193
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svn-id: r42192
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svn-id: r42191
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svn-id: r42190
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its implemented).
svn-id: r42188
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on the stack.
svn-id: r42185
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svn-id: r42184
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svn-id: r42183
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the new API change.
svn-id: r42133
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each instance handles its own animation. Animation handles adding, fetching and deleting of AnimObjs (probably needs a namechange).
* Implemented actual animation (previously only the first frame was display)
* Implemented animation starting, stoping, looping
* Loaded looping dragon animation as a test
svn-id: r42114
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playing animations as soon as they're loaded from Game::loadAnimation().
svn-id: r42111
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svn-id: r42102
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(loading objects, changing rooms)
* Made Game::load*(), Game::getObject() and Game::changeRoom() methods public
* Stopped specifying Z coordinate when creating some Sprites (which I forgot in my previous commit)
svn-id: r42101
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* Made columnwise parameter mandatory
* Made Sprite coordinates signed (the engine sometimes uses negative coordinates)
* Prevented overflow when drawing sprites in some cases
svn-id: r42100
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game::loadOverlays(). Game::changeRoom() now calls them instead.
* Added Game::loadAnimation()
* The engine now stores "real" indexes (zero-based) instead of Pascal's because the previous approach was messy.
svn-id: r42092
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svn-id: r42091
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DraciEngine * member to Script, added Script::setupCommandList() which initialises the command list array, added Script::dummy() callback for the Load command for testing).
svn-id: r42090
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svn-id: r42075
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