* Use white as colour for blitting sprites, so they look normal.
[matthijs/ABM2.git] / ABM2 / Playground.cpp
index ef34150251d1d2b02055b82743d55af86dc2019f..358262fa400dffc85e9324dfcd52694f6c1362ef 100755 (executable)
@@ -74,12 +74,12 @@ bool Playground::Start()
 \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
@@ -88,9 +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[i][j] = NULL;\r
+                               field[col][row] = NULL;\r
                }\r
        }\r
 /*\r
@@ -128,7 +128,7 @@ void Playground::Update()
 {\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
@@ -505,7 +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
-               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