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Level editor now pointer-aware.

Small fixes and corrections.
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1 parent 2a35aa9 commit 9d9321fe73a9d752f1fe0501ce02fe75a2745c01 @DusteDdk committed Jun 6, 2012
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@@ -8,18 +8,19 @@
leverdumper and thumbnailer don't work when glenable=1, only used by devs anyways and I don't care.
-- Todo --
- Use the theme bigfont to display ingame messages (like restart, unsolvable)
- Make a platform/pc.h with defines for audio rates, define audio rates in platform/*.h
Get strings into strings.h
All text buffers should be 1 kb.
Ceate a "Training" package.
Chain-reaction combo detection.
+ Audio rates are set from platform/* headers to make porting easier and less intrusive.
+ Level editor got a dedicated background image, and a menu for selecting bricks with mouse/touchscreen.
Switched around level1 and 3 since 3 was way easier than 1.
Fixed bug where bricks could be moved and were evaluated even if they were on top of exploding bricks.
- Added mouse/trouchscreen control.
+ Added mouse/trouchscreen control for all parts of the game (except music player, and parts of the editor).
Fixed bug in the credits that crashed PSP and caused the "sinus" text to sometimes not show up.
Code is more portable and easier to port.
Added Pandora port, maintained by Farox, thanks, great work! :)
3 draw.c
@@ -64,6 +64,7 @@ int initDraw(levelInfo_t* li, SDL_Surface* screen)
//Override wall tile
graphics.tiles[15] = cutSprite(graphics.wallImg,0,0,20,20);
@@ -85,7 +86,7 @@ int initDraw(levelInfo_t* li, SDL_Surface* screen)
graphics.walls[i] = cutSprite(graphics.wallsImg, x,y, 20, 20);
} else {
- //Default to tile 15 in tileset
+ //Default to the freestanding wall
graphics.walls[i] = cutSprite(graphics.wallImg, 0, 0, 20, 20);
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