#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
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
}\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