* Join two loops into one.
[matthijs/ABM2.git] / ABM2 / Playground.cpp
index 27f1f72ee591df6d8e244bdddfd71116348ce17a..ef34150251d1d2b02055b82743d55af86dc2019f 100755 (executable)
@@ -71,13 +71,6 @@ 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
@@ -96,6 +89,8 @@ bool Playground::Start()
                        }\r
                        if (subsprite != -1)\r
                                field[i][j] = new Tile(tile_sprite, subsprite, i, j);\r
+                       else\r
+                               field[i][j] = NULL;\r
                }\r
        }\r
 /*\r
@@ -507,6 +502,11 @@ Tile::~Tile()
 }\r
 void Tile::Draw()\r
 {\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
+       );\r
 #ifdef WIN32\r
        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);    // center at the upper-left corner\r
        D3DXVECTOR3 position((FLOAT)PLAYGROUND_BORDER_LEFT+subitem_width*col, (FLOAT)PLAYGROUND_BORDER_TOP+subitem_height*row, 0.0f);    // position at 50, 50 with no depth\r