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* Use white as colour for blitting sprites, so they look normal.
[matthijs/ABM2.git]
/
ABM2
/
Playground.cpp
diff --git
a/ABM2/Playground.cpp
b/ABM2/Playground.cpp
index 9f66d7286a4c530701df977b9170b542f6ef23e0..358262fa400dffc85e9324dfcd52694f6c1362ef 100755
(executable)
--- a/
ABM2/Playground.cpp
+++ b/
ABM2/Playground.cpp
@@
-71,22
+71,15
@@
bool Playground::Start()
#endif
\r
// init playing field
\r
SchemeReader *scheme = new SchemeReader("Data/schemes/BASIC.SCH");
\r
#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
\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
{
\r
- for (int
j=0; j<PLAYGROUND_ROWS; j
++)
\r
+ for (int
row=0; row<PLAYGROUND_ROWS; row
++)
\r
{
\r
int subsprite = -1;
\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
case BRICK:
\r
subsprite = SPR_SUB_BRICK;
\r
break;
\r
@@
-95,7
+88,9
@@
bool Playground::Start()
break;
\r
}
\r
if (subsprite != -1)
\r
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
}
\r
}
\r
/*
\r
@@
-133,7
+128,7
@@
void Playground::Update()
{
\r
CMMPointer<Sprite> s = this->getKernel()->getSpriteManager()->getSprite(SPR_FIELD);
\r
\r
{
\r
CMMPointer<Sprite> s = this->getKernel()->getSpriteManager()->getSprite(SPR_FIELD);
\r
\r
- s->blit(0, 0, 1.0, 1.0, 0, 0, COLOUR_RGBA(
0, 0
, 255, 255));
\r
+ s->blit(0, 0, 1.0, 1.0, 0, 0, COLOUR_RGBA(
255, 255
, 255, 255));
\r
for (int i=0; i<PLAYGROUND_COLS; ++i)
\r
{
\r
for (int j=0; j<PLAYGROUND_ROWS; ++j)
\r
for (int i=0; i<PLAYGROUND_COLS; ++i)
\r
{
\r
for (int j=0; j<PLAYGROUND_ROWS; ++j)
\r
@@
-510,7
+505,7
@@
void Tile::Draw()
this->sprite->blit(
\r
PLAYGROUND_BORDER_LEFT + this->col * FIELD_UNIT_WIDTH,
\r
PLAYGROUND_BORDER_TOP + this->row * FIELD_UNIT_HEIGHT,
\r
this->sprite->blit(
\r
PLAYGROUND_BORDER_LEFT + this->col * FIELD_UNIT_WIDTH,
\r
PLAYGROUND_BORDER_TOP + this->row * FIELD_UNIT_HEIGHT,
\r
- 1.0, 1.0, this->subsprite, 0, COLOUR_RGBA(
0, 0, 0
, 255)
\r
+ 1.0, 1.0, this->subsprite, 0, COLOUR_RGBA(
255, 255, 255
, 255)
\r
);
\r
#ifdef WIN32
\r
D3DXVECTOR3 center(0.0f, 0.0f, 0.0f); // center at the upper-left corner
\r
);
\r
#ifdef WIN32
\r
D3DXVECTOR3 center(0.0f, 0.0f, 0.0f); // center at the upper-left corner
\r