As the very verbose title of this post described, that’s what you will see in this short video:
You may have noticed a “little” problem above. Yes, some of the sprites are placed totally wrong on the screen. Namely it’s the door, the shades on the window, the fan on the ceiling, and the wardrobe to the right. Besides that, everything seems fine, and you might have seen that I hovered the mouse cursor over the screen – yes, that’s also implemented now. 🙂
(Also the sounds are “a bit” loud compared to the music of the game, but it really won’t be a hard-to-fix thing, it’s just out of my scope of attention right now.)
Back to the problem of the misplaced objects:
As far as we were able to perceive it with Arnaud, the problem is about the z-coordinates of the objects. In Sfinx, everything that is placed on the screen has not 2, but 3 coordinates. These are the traditional x and y, and there’s also a z axis which describes the distance of each object from the screen – where the z-coord is equal to 0 and the further the object is, the greater the number is.
The problem here is that the original engine used a quite weird fixed-point implementation to store the coordinates of things, and until now I wasn’t able to properly reimplement or mimic it completely. Right now, it’s on the top priority list of ours and hopefully we will get over it soon.
Looking at the bright side, even if it’s ugly, it’s not an obstacle which would pull back my progress. As you may see, it didn’t hold me back from implementing the basic mouse handling of the engine (which blessedly has A LOT in common with CGE1), and I am not far from actually handling the events fired by mouse-clicks. From that point, a bunch of opportunities will open, and I will be able to dive into the depths of the command handling (Snail) again.
So, these are my plans for the upcoming week, see you soon! 🙂