Okay you asked me to fix fuses when dying so I fixed dying altogether.
PR
Here is what happened:
- The old dying animation code would cache the render of some layers of the room and use that when animating player and fading. The issue was that it would cause some effects to be promoted from lower layers, so O-Layer image overlays would suddenly appear on top of everything. This also had some other smaller issues.
- I changed it so that all cases (normal gameplay, double placement and dying) use the same rendering logic, the only difference being some things only appear during certain states, others don't appear during certain states.
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Death fade is smooth now, but also will be slightly more computationally intensive
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All effects continue animation upon death. This should really only have any serious impact on Image overlays, but given how sparingly they were used it should not be a problem.
- Everything will redraw every frame during death animation to avoid any issues with effects and fadeout
- Raindrops/Snowflakes will no longer generate during the time when the game is not animating them, to avoid hundreds/thousands being created and lagging/crashing/looking awful
- Player, dying required hero & killing monsters are now drawn on top of everything, always, and fade has been moved to draw aftere verything else to remove all weird edge cases
- Fuse sparks animate during death animation
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[Last edited by skell at 11-03-2020 12:08 AM]