Fix blinking bug

This commit is contained in:
Miloslav Číž 2020-09-06 15:39:10 +02:00
parent 45fa8bbdd0
commit 18fea6123d
2 changed files with 14 additions and 13 deletions

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25
main.c
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@ -335,7 +335,8 @@ struct
uint8_t cards; /**< Lowest 3 bits say which access cards have
been taken., the next 3 bits say which cards
should be blinking in the HUD. */
should be blinking in the HUD, the last
2 bits are a blink reset counter. */
uint8_t justTeleported;
} SFG_player;
@ -1198,7 +1199,7 @@ void SFG_initPlayer()
SFG_player.cards =
#if SFG_UNLOCK_DOOR
255;
0x07;
#else
0;
#endif
@ -2399,8 +2400,14 @@ void SFG_updateLevel()
reasons we only check a few doors and move to others in the next
frame. */
// if (SFG_currentLevel.checkedDoorIndex == 0)
// SFG_player.cards &= 0x07; // stop HUD card blinking each cycle
if (SFG_currentLevel.checkedDoorIndex == 0)
{
uint8_t count = SFG_player.cards >> 6;
SFG_player.cards = (count <= 1) ?
(SFG_player.cards & 0x07) :
((SFG_player.cards & 0x7f) | ((count - 1) << 6));
}
for (uint16_t i = 0;
i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME,
@ -2416,12 +2423,6 @@ void SFG_updateLevel()
uint8_t lock = SFG_DOOR_LOCK(door->state);
if (lock != 0)
{
lock = 1 << (lock + 2);
SFG_player.cards &= ~lock; // stop HUD blinking
}
if ( // player near door?
(door->coords[0] >= (SFG_player.squarePosition[0] - 1)) &&
(door->coords[0] <= (SFG_player.squarePosition[0] + 1)) &&
@ -2434,10 +2435,10 @@ void SFG_updateLevel()
}
else
{
if ((lock >> 3) & SFG_player.cards) // player has the card?
if (SFG_player.cards & lock) // player has the card?
newUpDownState = SFG_DOOR_UP_DOWN_MASK;
else
SFG_player.cards |= lock; // make card blink on HUD
SFG_player.cards = (SFG_player.cards & 0x07) | (lock << 3) | (2 << 6);
}
}