what's new?
HBF)
- New enemy Sam (not used yet)
- HandlingMovingPlatform() finally uses spatial partitioning
- Fire emit some light
- Some different backgrounds tiles
- Cardride response to the changes of slope with proper angle
- Slope detection simplified a bit
- New property TGameSprite.Sticky
- Cardride now uses new sticky property in order to not move away from rails
- Slope calculations are now more accurate
- Removed some singleton classes and adding them as interfaces via GameServices
- Removed an extra explosion sound when bomb exploded
- Gatashi didn't kill the screen sprite spawner when dying
- Darkness detection code improved, old code was slowing down the performance
- GameServices is now fully working, no need for extra information
- Updating all elements to use the new Tick() rather than have all the code in Render()
- New credits screen
BB)
- TSpriteEngine render method was wrongly assuming that all sprites were TSprite
- New interface IShadow
- Heights for slopes are calculated on demand
- It is possible to get the angle of the slope
- New closure event for rendering
- Slope angle can be retrieved more accurately
- Many fields changed to cardinal rather than integer
- Slope initialization was wrong
- New Tick() function that is called when sprites are not in pause
- OnRenderClosure() has a serious problem with the Die param