\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
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
{\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
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