1. 03 Jul, 2010 2 commits
    • alistert's avatar
      Added layer tiling. · 583c31c2
      alistert authored
      583c31c2
    • newspaz's avatar
      Corrected shooting positions of most shooting enemies. (E.g. the turtle tanks... · c63b6035
      newspaz authored
      Corrected shooting positions of most shooting enemies. (E.g. the turtle tanks in fanolint and technoir did not work correctly.) Bullets will now shoot from the position that was set in the attack animation.
      
      sprite.h, sprite.cpp
      *) Changed draw method to include a parameter to enable or disable the drawing of sprite offsets (bullets do not use these offsets). The default behavior is to add the offset. 
      
      bullet.cpp
      *) Changed the draw method to disable sprite offsets, using the parameter that was mentioned earlier.
      *) Slightly changed the way the y position of the bullet is determined in the event constructor.
      c63b6035
  2. 02 Jul, 2010 4 commits
  3. 01 Jul, 2010 7 commits
  4. 30 Jun, 2010 1 commit
  5. 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
  6. 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
  7. 27 Jun, 2010 1 commit
  8. 26 Jun, 2010 1 commit
  9. 25 Jun, 2010 1 commit
  10. 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
  11. 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
  12. 03 May, 2010 2 commits
  13. 30 Apr, 2010 1 commit
  14. 27 Apr, 2010 2 commits
  15. 18 Apr, 2010 3 commits
  16. 16 Apr, 2010 1 commit
  17. 15 Apr, 2010 2 commits
  18. 14 Apr, 2010 2 commits
  19. 13 Apr, 2010 1 commit