use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
--- a/hedgewars/uGearsRender.pas Tue Mar 05 16:04:22 2013 -0500
+++ b/hedgewars/uGearsRender.pas Tue Mar 05 19:37:48 2013 -0500
@@ -242,7 +242,7 @@
HatVisible:= false;
if HH^.Effects[heFrozen] > 0 then
- if HH^.Effects[heFrozen] < 256 then
+ if HH^.Effects[heFrozen] < 150000 then
begin
DrawHedgehog(sx, sy,
sign,
@@ -250,7 +250,9 @@
0,
0);
defaultPos:= false;
- HatVisible:= true
+ if HH^.Effects[heFrozen] < 256 then
+ HatVisible:= true
+ else HatVisible:= false
end
else
begin
@@ -260,8 +262,7 @@
4,
0);
defaultPos:= false;
- HatVisible:= false;
- exit
+ HatVisible:= false
end;
@@ -944,11 +945,12 @@
DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
end;
- if HH^.Effects[heFrozen] = HH^.Effects[heFrozen] and $FF then
+ if HH^.Effects[heFrozen] < 150000 then
begin
- /// Tint($00, $FF, $40, $40); (HH^.Effects[heFrozen] and $FF)
- iceOffset:= trunc(HH^.Effects[heFrozen] / 256 * 64);
- Tint($FF, $FF, $FF, $FF);
+ if HH^.Effects[heFrozen] < 150000 then
+ Tint($FF, $FF, $FF, min(255,127+HH^.Effects[heFrozen] div 1200));
+
+ iceOffset:= trunc(min(256,HH^.Effects[heFrozen]) / 256 * 64);
r.x := 128;
r.y := 128 - iceOffset;
r.w := 64;
@@ -956,7 +958,8 @@
//DrawTextureFromRect(sx-32, sy-iceoffset+32, @r, SpritesData[sprFrozenHog].texture);
DrawTextureFromRectDir(sx-16+sign*2, sy+48-iceoffset, r.w, r.h, @r, HHTexture, sign);
- Tint($FF, $FF, $FF, $FF);
+ if HH^.Effects[heFrozen] < 150000 then
+ Tint($FF, $FF, $FF, $FF);
end;