* Use "col" and "row" instead of i and j.
[matthijs/ABM2.git] / ABM2 / Playground.cpp
index 9f66d7286a4c530701df977b9170b542f6ef23e0..5491025cf0c50f8c819d264fe6fd54b47843aee1 100755 (executable)
@@ -71,22 +71,15 @@ bool Playground::Start()
        #endif\r
        // init playing field\r
        SchemeReader *scheme = new SchemeReader("Data/schemes/BASIC.SCH");\r
-       for (int i=0; i<PLAYGROUND_COLS; ++i) \r
-       {\r
-               for (int j=0; j<PLAYGROUND_ROWS; ++j)\r
-               {\r
-                       field[i][j] = NULL;\r
-               }\r
-       }\r
 \r
        CMMPointer<Sprite> tile_sprite = this->getKernel()->getSpriteManager()->getSprite(SPR_TILE);\r
        // put in non-destructible blocks\r
-       for (int i=0; i<PLAYGROUND_COLS; i++) \r
+       for (int col=0; col<PLAYGROUND_COLS; col++) \r
        {\r
-               for (int j=0; j<PLAYGROUND_ROWS; j++)\r
+               for (int row=0; row<PLAYGROUND_ROWS; row++)\r
                {\r
                        int subsprite = -1;\r
-                       switch(scheme->PlayField[j*PLAYGROUND_NUMFIELD_X+i]) {\r
+                       switch(scheme->PlayField[row*PLAYGROUND_NUMFIELD_X+col]) {\r
                                case BRICK:\r
                                        subsprite = SPR_SUB_BRICK;\r
                                        break;\r
@@ -95,7 +88,9 @@ bool Playground::Start()
                                        break;\r
                        }\r
                        if (subsprite != -1)\r
-                               field[i][j] = new Tile(tile_sprite, subsprite, i, j);\r
+                               field[col][row] = new Tile(tile_sprite, subsprite, col, row);\r
+                       else\r
+                               field[col][row] = NULL;\r
                }\r
        }\r
 /*\r