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Made speed of most of battle animations time-based
- speed of creature-related animation no longer depends on framerate - most of values from cranim.txt are now used correctly - removed BMPPalette struct in favor of SDL_Color - animation group "DEAD" that is used to display dead stacks, by default consists from last frame of "DEATH" group Notes: - animation speed may still need some adjustments - range of config property "battle/animationSpeed" has been changed. This may result in extremely fast animation. To fix - change animation speed via options.
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@ -92,7 +92,7 @@ BOOST_AUTO_TEST_CASE(CMapEditManager_DrawTerrain_View)
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CRandomGenerator gen;
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const JsonNode viewNode(ResourceID("test/terrainViewMappings", EResType::TEXT));
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const auto & mappingsNode = viewNode["mappings"].Vector();
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BOOST_FOREACH(const auto & node, mappingsNode)
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for (const auto & node : mappingsNode)
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{
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// Get terrain group and id
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const auto & patternStr = node["pattern"].String();
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@ -108,7 +108,7 @@ BOOST_AUTO_TEST_CASE(CMapEditManager_DrawTerrain_View)
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const auto & mapping = (*pattern).mapping;
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const auto & positionsNode = node["pos"].Vector();
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BOOST_FOREACH(const auto & posNode, positionsNode)
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for (const auto & posNode : positionsNode)
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{
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const auto & posVector = posNode.Vector();
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if(posVector.size() != 3) throw std::runtime_error("A position should consist of three values x,y,z. Continue with next position.");
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@ -119,7 +119,7 @@ BOOST_AUTO_TEST_CASE(CMapEditManager_DrawTerrain_View)
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editManager->drawTerrain(originalTile.terType, &gen);
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const auto & tile = map->getTile(pos);
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bool isInRange = false;
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BOOST_FOREACH(const auto & range, mapping)
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for(const auto & range : mapping)
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{
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if(tile.terView >= range.first && tile.terView <= range.second)
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{
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