hedgewars/VGSHandlers.inc
changeset 3764 eb91c02f2d84
parent 3751 a70c61c076ae
child 3909 4ba25a3d15af
equal deleted inserted replaced
3763:2396a2731054 3764:eb91c02f2d84
    32         end;
    32         end;
    33     X:= X + (cWindSpeedf * 200 + dX + tdX) * Steps;
    33     X:= X + (cWindSpeedf * 200 + dX + tdX) * Steps;
    34     Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps;
    34     Y:= Y + (dY + tdY + cGravityf * vobFallSpeed) * Steps;
    35     Angle:= Angle + dAngle * Steps;
    35     Angle:= Angle + dAngle * Steps;
    36   
    36   
    37     if (round(X) >= -cScreenWidth - 64) and
    37     if (round(X) >= cLeftScreenBorder) and
    38        (round(X) <= cScreenWidth + LAND_WIDTH) and
    38        (round(X) <= cRightScreenBorder) and
    39        (round(Y) <= (LAND_HEIGHT + 75)) and 
    39        (round(Y) <= (LAND_HEIGHT + 75)) and 
    40        (Timer > 0) and (Timer-Steps > 0) then
    40        (Timer > 0) and (Timer-Steps > 0) then
    41         begin
    41         begin
    42         if tdX > 0 then sign := 1
    42         if tdX > 0 then sign := 1
    43         else sign:= -1;
    43         else sign:= -1;
    49         if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then tdY:= 0;
    49         if ((sign < 0) and (tdY > 0)) or ((sign > 0) and (tdY < 0)) then tdY:= 0;
    50         dec(Timer, Steps)
    50         dec(Timer, Steps)
    51         end
    51         end
    52     else
    52     else
    53         begin
    53         begin
    54         if round(X) < -cScreenWidth - 64 then X:= float(cScreenWidth + LAND_WIDTH) else
    54         if round(X) < cLeftScreenBorder then X:= X + cScreenSpace else
    55         if round(X) > cScreenWidth + LAND_WIDTH then X:= float(-cScreenWidth - 64);
    55         if round(X) > cRightScreenBorder then X:= X - cScreenSpace;
    56         // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + float(25); // For if flag is set for flakes rising upwards?
    56         // if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + float(25); // For if flag is set for flakes rising upwards?
    57         if round(Y) > (LAND_HEIGHT + 75) then Y:= Y - float(1024 + 150); // TODO - configure in theme (jellies for example could use limited range)
    57         if round(Y) > (LAND_HEIGHT + 75) then Y:= Y - float(1024 + 150); // TODO - configure in theme (jellies for example could use limited range)
    58         Timer:= 0;
    58         Timer:= 0;
    59         tdX:= 0;
    59         tdX:= 0;
    60         tdY:= 0
    60         tdY:= 0
    84 t := 8 * AngleSin(s mod 2048).QWordValue / 4294967296;
    84 t := 8 * AngleSin(s mod 2048).QWordValue / 4294967296;
    85 if (s < 2048) then t := -t;
    85 if (s < 2048) then t := -t;
    86 
    86 
    87 Gear^.Y := LAND_HEIGHT-1184 + Gear^.Timer mod 8 + t;
    87 Gear^.Y := LAND_HEIGHT-1184 + Gear^.Timer mod 8 + t;
    88 
    88 
    89 if round(Gear^.X) < -cScreenWidth - 256 then Gear^.X:= float(cScreenWidth + LAND_WIDTH) else
    89 if round(Gear^.X) < cLeftScreenBorder then Gear^.X:= Gear^.X + cScreenSpace else
    90 if round(Gear^.X) > cScreenWidth + LAND_WIDTH then Gear^.X:= float(-cScreenWidth - 256)
    90 if round(Gear^.X) > cRightScreenBorder then Gear^.X:= Gear^.X - cScreenSpace
    91 end;
    91 end;
    92 
    92 
    93 ////////////////////////////////////////////////////////////////////////////////
    93 ////////////////////////////////////////////////////////////////////////////////
    94 procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
    94 procedure doStepExpl(Gear: PVisualGear; Steps: Longword);
    95 begin
    95 begin
   150 
   150 
   151 Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
   151 Gear^.Y:= Gear^.Y + Gear^.dY * Steps;// + cGravityf * (Steps * Steps);
   152 if (Gear^.State and gstTmpFlag) = 0 then
   152 if (Gear^.State and gstTmpFlag) = 0 then
   153     begin
   153     begin
   154     Gear^.dY:= Gear^.dY + cGravityf * Steps;
   154     Gear^.dY:= Gear^.dY + cGravityf * Steps;
   155     if ((GameTicks mod 100) < Steps + 1) then
   155     if ((GameTicks mod 200) < Steps + 1) then
   156         begin
   156         begin
   157         vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
   157         vgt:= AddVisualGear(round(Gear^.X), round(Gear^.Y), vgtFire);
   158         if vgt <> nil then
   158         if vgt <> nil then
   159             begin
   159             begin
   160             vgt^.dx:= 0;
   160             vgt^.dx:= 0;