Fix wind bar animation not looping properly
If you looked closely, you could see the wind bar “jumping” a bit.
Pixel offset was off-by-1.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uGearsHandlers;
interface
uses uTypes;
function cakeStep(Gear: PGear): boolean;
implementation
uses SDLh, uFloat, uCollisions, uVariables, uGearsUtils;
const dirs: array[0..3] of TPoint = ((x: 0; y: -1),
(x: 1; y: 0),
(x: 0; y: 1),
(x: -1; y: 0));
procedure PrevAngle(Gear: PGear; dA: LongInt); inline;
begin
inc(Gear^.WDTimer);
Gear^.Angle := (LongInt(Gear^.Angle) - dA) and 3
end;
procedure NextAngle(Gear: PGear; dA: LongInt); inline;
begin
inc(Gear^.WDTimer);
Gear^.Angle := (LongInt(Gear^.Angle) + dA) and 3
end;
function cakeStep(Gear: PGear): boolean;
var
xx, yy, xxn, yyn: LongInt;
dA: LongInt;
begin
dA := hwSign(Gear^.dX);
xx := dirs[Gear^.Angle].x;
yy := dirs[Gear^.Angle].y;
xxn := dirs[(LongInt(Gear^.Angle) + dA) and 3].x;
yyn := dirs[(LongInt(Gear^.Angle) + dA) and 3].y;
if (xx = 0) then
if TestCollisionYwithGear(Gear, yy) <> 0 then
PrevAngle(Gear, dA)
else
begin
Gear^.Tag := 0;
if TestCollisionXwithGear(Gear, xxn) <> 0 then
Gear^.WDTimer:= 0;
Gear^.Y := Gear^.Y + int2hwFloat(yy);
if TestCollisionXwithGear(Gear, xxn) = 0 then
begin
Gear^.X := Gear^.X + int2hwFloat(xxn);
NextAngle(Gear, dA)
end
end;
if (yy = 0) then
if TestCollisionXwithGear(Gear, xx) <> 0 then
PrevAngle(Gear, dA)
else
begin
Gear^.Tag := 0;
if TestCollisionYwithGear(Gear, yyn) <> 0 then
Gear^.WDTimer:= 0;
Gear^.X := Gear^.X + int2hwFloat(xx);
if TestCollisionYwithGear(Gear, yyn) = 0 then
begin
Gear^.Y := Gear^.Y + int2hwFloat(yyn);
NextAngle(Gear, dA)
end
end;
// Handle world wrap and bounce edge manually
if (WorldEdge = weWrap) and
((hwRound(Gear^.X) < leftX) or (hwRound(Gear^.X) > rightX)) then
begin
LeftImpactTimer:= 150;
RightImpactTimer:= 150;
Gear^.WDTimer:= 0;
Gear^.Karma:= 1;
end
else if (WorldEdge = weBounce) and
(((hwRound(Gear^.X) - Gear^.Radius) < leftX) or ((hwRound(Gear^.X) + Gear^.Radius) > rightX)) then
begin
if (hwRound(Gear^.X) - Gear^.Radius < leftX) then
LeftImpactTimer:= 333
else
RightImpactTimer:= 333;
Gear^.Karma:= 2;
Gear^.WDTimer:= 0;
if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then
AddBounceEffectForGear(Gear);
end;
cakeStep:= Gear^.WDTimer < 4
end;
end.