#include "badguy/badguy.hpp"
#include "object/block.hpp"
#include "object/camera.hpp"
+#include "object/flower.hpp"
#include "object/platform.hpp"
#include "object/player.hpp"
#include "object/tilemap.hpp"
for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
i != sector->gameobjects.end(); ++i) {
- GameObject* object = *i;
+ GameObjectPtr object = *i;
- TileMap* tilemap = dynamic_cast<TileMap*> (object);
+ TileMap* tilemap = dynamic_cast<TileMap*>(object.get());
if(tilemap) {
- transform_tilemap(tilemap);
+ transform_tilemap(height, *tilemap);
}
- Player* player = dynamic_cast<Player*> (object);
+ Player* player = dynamic_cast<Player*>(object.get());
if(player) {
Vector pos = player->get_pos();
pos.y = height - pos.y - player->get_bbox().get_height();
player->move(pos);
continue;
}
- BadGuy* badguy = dynamic_cast<BadGuy*> (object);
+ BadGuy* badguy = dynamic_cast<BadGuy*>(object.get());
if(badguy) {
- transform_badguy(height, badguy);
+ transform_badguy(height, *badguy);
}
- Platform* platform = dynamic_cast<Platform*> (object);
+ Flower* flower = dynamic_cast<Flower*>(object.get());
+ if(flower) {
+ transform_flower(*flower);
+ }
+ Platform* platform = dynamic_cast<Platform*>(object.get());
if(platform) {
transform_platform(height, *platform);
}
- Block* block = dynamic_cast<Block*> (object);
+ Block* block = dynamic_cast<Block*>(object.get());
if(block) {
transform_block(height, *block);
}
- MovingObject* mobject = dynamic_cast<MovingObject*> (object);
+ MovingObject* mobject = dynamic_cast<MovingObject*>(object.get());
if(mobject) {
- transform_moving_object(height, mobject);
+ transform_moving_object(height, *mobject);
}
}
- for(Sector::SpawnPoints::iterator i = sector->spawnpoints.begin();
- i != sector->spawnpoints.end(); ++i) {
- transform_spawnpoint(height, *i);
+ for(auto i = sector->spawnpoints.begin(); i != sector->spawnpoints.end(); ++i) {
+ transform_spawnpoint(height, **i);
}
if(sector->camera != 0 && sector->player != 0)
sector->camera->reset(sector->player->get_pos());
}
+DrawingEffect
+FlipLevelTransformer::transform_drawing_effect(DrawingEffect effect)
+{
+ if (effect & VERTICAL_FLIP) {
+ return effect & ~VERTICAL_FLIP;
+ } else {
+ return effect | VERTICAL_FLIP;
+ }
+}
+
+void
+FlipLevelTransformer::transform_path(float height, float obj_height, Path& path)
+{
+ for (std::vector<Path::Node>::iterator i = path.nodes.begin(); i != path.nodes.end(); ++i) {
+ Vector& pos = i->position;
+ pos.y = height - pos.y - obj_height;
+ }
+}
+
void
-FlipLevelTransformer::transform_tilemap(TileMap* tilemap)
+FlipLevelTransformer::transform_tilemap(float height, TileMap& tilemap)
{
- for(size_t x = 0; x < tilemap->get_width(); ++x) {
- for(size_t y = 0; y < tilemap->get_height()/2; ++y) {
+ for(size_t x = 0; x < tilemap.get_width(); ++x) {
+ for(size_t y = 0; y < tilemap.get_height()/2; ++y) {
// swap tiles
- int y2 = tilemap->get_height()-1-y;
- uint32_t t1 = tilemap->get_tile_id(x, y);
- uint32_t t2 = tilemap->get_tile_id(x, y2);
- tilemap->change(x, y, t2);
- tilemap->change(x, y2, t1);
+ int y2 = tilemap.get_height()-1-y;
+ uint32_t t1 = tilemap.get_tile_id(x, y);
+ uint32_t t2 = tilemap.get_tile_id(x, y2);
+ tilemap.change(x, y, t2);
+ tilemap.change(x, y2, t1);
}
}
- if(tilemap->get_drawing_effect() != 0) {
- tilemap->set_drawing_effect(NO_EFFECT);
- } else {
- tilemap->set_drawing_effect(VERTICAL_FLIP);
- }
+ tilemap.set_drawing_effect(transform_drawing_effect(tilemap.get_drawing_effect()));
+ Vector offset = tilemap.get_offset();
+ offset.y = height - offset.y - tilemap.get_bbox().get_height();
+ tilemap.set_offset(offset);
+ Path* path = tilemap.get_path().get();
+ if (path)
+ transform_path(height, tilemap.get_bbox().get_height(), *path);
}
void
-FlipLevelTransformer::transform_badguy(float height, BadGuy* badguy)
+FlipLevelTransformer::transform_badguy(float height, BadGuy& badguy)
{
- Vector pos = badguy->get_start_position();
+ Vector pos = badguy.get_start_position();
pos.y = height - pos.y;
- badguy->set_start_position(pos);
+ badguy.set_start_position(pos);
}
void
-FlipLevelTransformer::transform_spawnpoint(float height, SpawnPoint* spawn)
+FlipLevelTransformer::transform_spawnpoint(float height, SpawnPoint& spawn)
{
- Vector pos = spawn->pos;
+ Vector pos = spawn.pos;
pos.y = height - pos.y;
- spawn->pos = pos;
+ spawn.pos = pos;
+}
+
+void
+FlipLevelTransformer::transform_moving_object(float height, MovingObject& object)
+{
+ Vector pos = object.get_pos();
+ pos.y = height - pos.y - object.get_bbox().get_height();
+ object.set_pos(pos);
}
void
-FlipLevelTransformer::transform_moving_object(float height, MovingObject*object)
+FlipLevelTransformer::transform_flower(Flower& flower)
{
- Vector pos = object->get_pos();
- pos.y = height - pos.y - object->get_bbox().get_height();
- object->set_pos(pos);
+ flower.drawing_effect = transform_drawing_effect(flower.drawing_effect);
}
void
FlipLevelTransformer::transform_platform(float height, Platform& platform)
{
- Path& path = platform.get_path();
- for (std::vector<Path::Node>::iterator i = path.nodes.begin(); i != path.nodes.end(); i++) {
- Vector& pos = i->position;
- pos.y = height - pos.y - platform.get_bbox().get_height();
- }
+ transform_path(height, platform.get_bbox().get_height(), platform.get_path());
}
void