Follow-up Comment #1, bug #10707 (project wormux):

Hi people, so here's my clipboard of the day.

in sprite.cpp :
...
Sprite::Sprite(const Sprite &other) :
  cache(*this),
  animation(other.animation, *this),
  frames()
{
  Constructor();
  current_surface = Surface(other.current_surface);
  show = other.show;
  current_frame = other.current_frame;
  frame_width_pix = other.frame_width_pix;
  frame_height_pix = other.frame_height_pix;
  alpha = other.alpha;
  scale_x = other.scale_x;
  scale_y = other.scale_y;
  rotation_rad = other.rotation_rad;
  rhs_pos = other.rhs_pos;
  rot_hotspot = other.rot_hotspot;
  rotation_point = other.rotation_point;

  for(unsigned int f=0;f<other.frames.size();f++)
    AddFrame(other.frames[f].surface,other.frames[f].delay);

  if(other.cache.have_lastframe_cache)
    cache.EnableLastFrameCache();
  if(other.cache.have_rotation_cache)
    EnableRotationCache(other.cache.rotation_cache_size);
  if(other.cache.have_flipping_cache)
    EnableFlippingCache();
}
...

and in wind.cpp :

...
  sprite = new Sprite(*tmp);
  sprite->SetAlpha(scale);
  sprite->SetCurrentFrame ( randomObj.GetLong(0,
sprite->GetFrameCount()-1));

  if(ActiveMap().GetWind().need_flip)
  {
    tmp->Scale(-scale, scale);
    tmp->RefreshSurface();
    flipped = new Sprite(*tmp);
    flipped->SetAlpha(scale);
    flipped->SetCurrentFrame ( randomObj.GetLong(0,
sprite->GetFrameCount()-1));
  }
  else
    flipped = NULL;
...

Have a good time !

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  <http://gna.org/bugs/?10707>

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