commit 65eec03a9454105a7474f2f0aa906846672cc3f9
Author: teeemcee <teeemcee@7d344553-34f0-0310-a9b1-970ce8f1c3a2>
Date:   Mon Dec 16 11:12:59 2024 +0000

    Rename anim_{setmove -> velocity} and anim_{zmove -> zvelocity}
    

commit 65624dda3da11eec038d8a2452d8b50d7767bbf9
Author: teeemcee <teeemcee@7d344553-34f0-0310-a9b1-970ce8f1c3a2>
Date:   Mon Dec 16 09:48:29 2024 +0000

    Fix Meteor animation Z, which I broke in one of the last few commits
    
    The meteor movement had been for years set simultaneously by anim_zmove and 
by
    anim_abszmove, and I don't know why that used to give the right result.
    

commit ee74aa26343a7d33b42f5aa1e61e9a2f180fda84
Author: teeemcee <teeemcee@7d344553-34f0-0310-a9b1-970ce8f1c3a2>
Date:   Mon Dec 16 09:48:24 2024 +0000

    Make all battle anim_* functions consistently take ticks as last arg, and 
alway positive
    
    This matches the argument order of SetSliceTarg, "move slice to/by", etc.
    
    What a huge relief! Suddenly I can read the animation code without looking 
up
    argument orders every 20 seconds! And with negative ticks you couldn't even
    guess which args were the ticks!
    

commit 637b8400da0d67f43ff400e5eabf8bfbd1884b75
Author: teeemcee <teeemcee@7d344553-34f0-0310-a9b1-970ce8f1c3a2>
Date:   Mon Dec 16 09:48:19 2024 +0000

    anim_setmove, anim_absmove, anim_relmove now take a single ticks arg, not x 
and y ticks
    
    By making that change I could convert anim_absmove, anim_relmove to use
    SetSliceTarg, so they now reach the desired destination directly.
    
    Also, I cleaned up 'ticks' for those functions to always be positive, and 
use
    negative velocity instead of negative ticks.
    
    The only places where different xticks and yticks values were used either 
had
    zero movement on one axis, or in the case of Driveby it created an extra two
    tick pause after the X movement, so I added 2 to the following wait.
    
    Also, in r13547 I seem to have changed the speed of Wave sprites from 16 to
    24px/tick due to mixing up the args, so changed it back.
    

commit 7339165fc254436bfd2ec12afe0f59ac03cada41
Author: teeemcee <teeemcee@7d344553-34f0-0310-a9b1-970ce8f1c3a2>
Date:   Mon Dec 16 09:48:14 2024 +0000

    Convert BattleSprite movement to use slice velocity/target
    
    anim_abszmove no longer suffers rounding error, reaching its target exactly.
    anim_absmove and anim_relmove haven't been fixed.
    

commit 632f6d14fae5e3b57b1e09a070c34abbcdf57c01
Author: teeemcee <teeemcee@7d344553-34f0-0310-a9b1-970ce8f1c3a2>
Date:   Mon Dec 16 09:48:08 2024 +0000

    Add SliceIsMoving
    

commit d63fd4b07f70758786ce73920c3fc590919d815e
Author: teeemcee <teeemcee@7d344553-34f0-0310-a9b1-970ce8f1c3a2>
Date:   Mon Dec 16 09:48:01 2024 +0000

    The attack editor let you override the weapon sprite for SpinStrike 
animation, which doesn't show a weapon.
    

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