2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "badguy/badguy.hpp"
18 #include "object/block.hpp"
19 #include "object/camera.hpp"
20 #include "object/platform.hpp"
21 #include "object/player.hpp"
22 #include "object/tilemap.hpp"
23 #include "supertux/flip_level_transformer.hpp"
24 #include "supertux/sector.hpp"
25 #include "supertux/spawn_point.hpp"
28 FlipLevelTransformer::transform_sector(Sector* sector)
30 float height = sector->get_height();
32 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
33 i != sector->gameobjects.end(); ++i) {
34 GameObject* object = *i;
36 TileMap* tilemap = dynamic_cast<TileMap*> (object);
38 transform_tilemap(tilemap);
40 Player* player = dynamic_cast<Player*> (object);
42 Vector pos = player->get_pos();
43 pos.y = height - pos.y - player->get_bbox().get_height();
47 BadGuy* badguy = dynamic_cast<BadGuy*> (object);
49 transform_badguy(height, badguy);
51 Platform* platform = dynamic_cast<Platform*> (object);
53 transform_platform(height, *platform);
55 Block* block = dynamic_cast<Block*> (object);
57 transform_block(height, *block);
59 MovingObject* mobject = dynamic_cast<MovingObject*> (object);
61 transform_moving_object(height, mobject);
64 for(Sector::SpawnPoints::iterator i = sector->spawnpoints.begin();
65 i != sector->spawnpoints.end(); ++i) {
66 transform_spawnpoint(height, *i);
69 if(sector->camera != 0 && sector->player != 0)
70 sector->camera->reset(sector->player->get_pos());
74 FlipLevelTransformer::transform_tilemap(TileMap* tilemap)
76 for(size_t x = 0; x < tilemap->get_width(); ++x) {
77 for(size_t y = 0; y < tilemap->get_height()/2; ++y) {
79 int y2 = tilemap->get_height()-1-y;
80 uint32_t t1 = tilemap->get_tile_id(x, y);
81 uint32_t t2 = tilemap->get_tile_id(x, y2);
82 tilemap->change(x, y, t2);
83 tilemap->change(x, y2, t1);
86 if(tilemap->get_drawing_effect() != 0) {
87 tilemap->set_drawing_effect(NO_EFFECT);
89 tilemap->set_drawing_effect(VERTICAL_FLIP);
94 FlipLevelTransformer::transform_badguy(float height, BadGuy* badguy)
96 Vector pos = badguy->get_start_position();
97 pos.y = height - pos.y;
98 badguy->set_start_position(pos);
102 FlipLevelTransformer::transform_spawnpoint(float height, SpawnPoint* spawn)
104 Vector pos = spawn->pos;
105 pos.y = height - pos.y;
110 FlipLevelTransformer::transform_moving_object(float height, MovingObject*object)
112 Vector pos = object->get_pos();
113 pos.y = height - pos.y - object->get_bbox().get_height();
114 object->set_pos(pos);
118 FlipLevelTransformer::transform_platform(float height, Platform& platform)
120 Path& path = platform.get_path();
121 for (std::vector<Path::Node>::iterator i = path.nodes.begin(); i != path.nodes.end(); i++) {
122 Vector& pos = i->position;
123 pos.y = height - pos.y - platform.get_bbox().get_height();
128 FlipLevelTransformer::transform_block(float height, Block& block)
130 if (block.original_y != -1) block.original_y = height - block.original_y - block.get_bbox().get_height();