-
- #if 0
- for(int i = 0; i < NUM_BadGuyKinds; i++)
- {
- // filter bomb, since it is only for internal use, not for levels
- if(i == BAD_BOMB)
- continue;
-
- BadGuyKind kind = BadGuyKind(i);
- BadGuy badguy(kind, 0,0);
- badguy.activate(LEFT);
-
- Surface *img = badguy.get_image();
- tiles_board->add_button(Button(img, "", SDLKey(SDLK_1+i)), -(i+1));
- }
- #endif
-
- #if 0
- tiles_board->add_button(Button(img_trampoline[0].get_frame(0), _("Trampoline"), SDLKey(0)), OBJ_TRAMPOLINE);
- tiles_board->add_button(Button(img_flying_platform->get_frame(0), _("Flying Platform"), SDLKey(0)), OBJ_FLYING_PLATFORM);
- #endif
+ gameobjs_first_id = id;
+
+ for(Factories::iterator i = object_factories->begin();
+ i != object_factories->end(); ++i) {
+
+// Surface *img = badguy.get_image();
+// FIXME: get image from object. Using the rubber in the meanwhile.
+ tiles_board->add_button(Button(img_rubber_bt, i->first,
+ SDLKey(SDLK_1+id)), id++);
+ }