1. 02 Jul, 2010 1 commit
  2. 01 Jul, 2010 7 commits
  3. 30 Jun, 2010 1 commit
  4. 29 Jun, 2010 2 commits
    • newspaz's avatar
      Changes to make the explosive effect better · 3abea93d
      newspaz authored
      eventframe.cpp
      *) Explosive effect now is more random
      *) Changed positioning of special behavior again slightly
      3abea93d
    • newspaz's avatar
      Changes to show finishing animations with an explosive effect. (e.g. shown... · 97f10e39
      newspaz authored
      Changes to show finishing animations with an explosive effect. (e.g. shown when turtles get shot in Diamondus)
      
      eventframe.cpp
      *) The drawing routine no longer ignores negative finish animation values. Instead 128 is added.
      *) If 128 is added that means an explosive effect should be used. A boolean is set for this.
      *) If the boolean is set the finishing animation will be drawn six times. The animation will be moving in a half circle trajectory.
      97f10e39
  5. 28 Jun, 2010 1 commit
    • newspaz's avatar
      Various changes to correct the positioning of special behaviors. This time the... · ebae1e52
      newspaz authored
      Various changes to correct the positioning of special behaviors. This time the fix is actually performed properly ;-).
      
      levelload.cpp
      *) Undid a change I made earlier. I changed << 2 into << 3, but it turns out I was wrong. This seemed to work due to a bug in eventframe.cpp.
      
      bridge.cpp
      *) Removed one tile from the default offset value for bridges
      
      event.h, event.cpp, event.cpp
      *) Removed the extraOffset variable I added earlier. It turned out this was totally unneeded.
      *) Fixed the way X and Y positions in the viewport were determined. It's a lot simpler now, and I wonder why the previous version was so complicated.
      *) More changes to get rid of the extraOffset variable.
      
      ebae1e52
  6. 27 Jun, 2010 1 commit
  7. 26 Jun, 2010 1 commit
  8. 25 Jun, 2010 1 commit
  9. 24 Jun, 2010 5 commits
    • alistert's avatar
      Updated makefiles. · e8d61c9a
      alistert authored
      e8d61c9a
    • alistert's avatar
      Split Player class into three. · 9f852ec3
      alistert authored
      9f852ec3
    • newspaz's avatar
      Tons of changes to correct the position of event animations in a slightly... · 49cf32fa
      newspaz authored
      Tons of changes to correct the position of event animations in a slightly prettier way than the previous way.
      This time the offsets within animations aren't changed. Instead the offsets are changed for each event.
      
      bonus.cpp
      *) Changed the method call that disables a default animation offset.
      
      anim.cpp, anim.h
      *) Removed method to copy offsets.
      *) Refactored method name for the method that disables a default animation offset.
      
      levelload.h
      *) Changed the enemy path loading
      
      bridge.cpp, event.cpp, eventframe.cpp, event.h
      *) Changed method calls that happen with certain behaviors
      *) Added an extra offset that can be set to correct positons.
      
      playerframe.cpp
      *) Changed code to understand the extra offset
      49cf32fa
    • alistert's avatar
      Reduced number of global fonts. · 989fb4dd
      alistert authored
      989fb4dd
    • alistert's avatar
      Separated menu into three subclasses. · 58b2311d
      alistert authored
      58b2311d
  10. 23 Jun, 2010 1 commit
    • newspaz's avatar
      These changes correct the positioning of many in-game animations. · fcd9bfa7
      newspaz authored
      anim.h, anim.cpp
      *) Frame by frame X-offsets are being shifted two bits up now.
      *) The animation-wide X-offset has been removed because it does not exist.
      
      levelload.cpp, bonus.cpp
      *) Due to the changes in anim.cpp and anim.h the animation loading code had to be changed.
      
      bridge.cpp
      *) Bridges should ignore an animation's Y-offset if it is zero.
      
      event.h, event.cpp
      *) Added a getAnim method to make life easier.
      *) Events with certain behaviors need some fiddling with Y-offsets so they can be drawn correctly.
      
      playerframe.cpp
      *) The invincibility animation should also ignore Y-offsets.
      fcd9bfa7
  11. 03 May, 2010 2 commits
  12. 30 Apr, 2010 1 commit
  13. 27 Apr, 2010 2 commits
  14. 18 Apr, 2010 3 commits
  15. 16 Apr, 2010 1 commit
  16. 15 Apr, 2010 2 commits
  17. 14 Apr, 2010 2 commits
  18. 13 Apr, 2010 4 commits
  19. 12 Apr, 2010 2 commits