| Commit message (Collapse) | Author | Age | Files | Lines |
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The player party characters are now initialised at the start of the game and are no longer re-created after every map change. The script system takes care of moving the player into the correct position on the new map.
Deleted sprite IDs are now reused the next time a sprite is created, instead of throwing out everything between maps.
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Sprites can be destroyed now, which really just means that their index is removed from the list of active sprites. The actual memory is not freed until all sprites are deleted on map change.
Sprite layers are introduced. All sprites by default are on layer 0 (Normal) which renders them in between the lower and upper map layers. There is also a layer 1 (Above) that renders above the upper map layer, and the sprite for the lightning strike uses this layer in order to not be hidden by the trees.
Fixed a bug where waiting for the end of a non-looping animation would trip the flag immediately upon the final frame activating, instead of waiting the length of the last frame.
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This allows running off screen for a map transition to happen without bumping into something that isn't there.
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Also removed some dependencies on the Renderer. More changes need to be made. Fading to black before the change would be good. And making sure the characters are facing the right direction. Maybe that code shouldn't live in Game, either. Later we also want to combine the tilesets for these two maps (and any others that are on Tanetane).
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Walking into a trigger zone runs a script.
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