equal
deleted
inserted
replaced
40 Angle:= Angle + 360; |
40 Angle:= Angle + 360; |
41 |
41 |
42 |
42 |
43 if (round(X) >= cLeftScreenBorder) and |
43 if (round(X) >= cLeftScreenBorder) and |
44 (round(X) <= cRightScreenBorder) and |
44 (round(X) <= cRightScreenBorder) and |
45 (round(Y) <= (int64(LAND_HEIGHT) + 75)) and |
45 (round(Y) - 75 <= LAND_HEIGHT) and |
46 (Timer > 0) and (Timer-Steps > 0) then |
46 (Timer > 0) and (Timer-Steps > 0) then |
47 begin |
47 begin |
48 if tdX > 0 then sign := 1 |
48 if tdX > 0 then sign := 1 |
49 else sign:= -1; |
49 else sign:= -1; |
50 tdX:= tdX - 0.005*Steps*sign; |
50 tdX:= tdX - 0.005*Steps*sign; |
58 else |
58 else |
59 begin |
59 begin |
60 if round(X) < cLeftScreenBorder then X:= X + cScreenSpace else |
60 if round(X) < cLeftScreenBorder then X:= X + cScreenSpace else |
61 if round(X) > cRightScreenBorder then X:= X - cScreenSpace; |
61 if round(X) > cRightScreenBorder then X:= X - cScreenSpace; |
62 // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + float(25); // For if flag is set for flakes rising upwards? |
62 // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + float(25); // For if flag is set for flakes rising upwards? |
63 if round(Y) > (int64(LAND_HEIGHT) + 75) then Y:= Y - float(1024 + 150); // TODO - configure in theme (jellies for example could use limited range) |
63 if round(Y) - 75 > LAND_HEIGHT then Y:= Y - float(1024 + 150); // TODO - configure in theme (jellies for example could use limited range) |
64 Timer:= 0; |
64 Timer:= 0; |
65 tdX:= 0; |
65 tdX:= 0; |
66 tdY:= 0 |
66 tdY:= 0 |
67 end; |
67 end; |
68 end; |
68 end; |
88 // up-and-down-bounce magic |
88 // up-and-down-bounce magic |
89 s := (GameTicks + Gear^.Timer) mod 4096; |
89 s := (GameTicks + Gear^.Timer) mod 4096; |
90 t := 8 * AngleSin(s mod 2048).QWordValue / 4294967296; |
90 t := 8 * AngleSin(s mod 2048).QWordValue / 4294967296; |
91 if (s < 2048) then t := -t; |
91 if (s < 2048) then t := -t; |
92 |
92 |
93 Gear^.Y := int64(LAND_HEIGHT) - 1184 + Gear^.Timer mod 8 + t; |
93 Gear^.Y := LAND_HEIGHT - 1184 + LongInt(Gear^.Timer mod 8) + t; |
94 |
94 |
95 if round(Gear^.X) < cLeftScreenBorder then Gear^.X:= Gear^.X + cScreenSpace else |
95 if round(Gear^.X) < cLeftScreenBorder then Gear^.X:= Gear^.X + cScreenSpace else |
96 if round(Gear^.X) > cRightScreenBorder then Gear^.X:= Gear^.X - cScreenSpace |
96 if round(Gear^.X) > cRightScreenBorder then Gear^.X:= Gear^.X - cScreenSpace |
97 end; |
97 end; |
98 |
98 |
484 end; |
484 end; |
485 end; |
485 end; |
486 |
486 |
487 procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
487 procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword); |
488 begin |
488 begin |
489 if round(Gear^.Y) < int64(cWaterLine) + 10 then |
489 if round(Gear^.Y) - 10 < cWaterLine then |
490 DeleteVisualGear(Gear) |
490 DeleteVisualGear(Gear) |
491 else |
491 else |
492 Gear^.Y:= Gear^.Y - 0.08 * Steps; |
492 Gear^.Y:= Gear^.Y - 0.08 * Steps; |
493 |
493 |
494 end; |
494 end; |