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First step towards multiple tilesets per tilemap. Code is very inefficient for now...
[supertux.git]
/
src
/
sector.cpp
diff --git
a/src/sector.cpp
b/src/sector.cpp
index
aa95d7c
..
c340ddb
100644
(file)
--- a/
src/sector.cpp
+++ b/
src/sector.cpp
@@
-177,6
+177,9
@@
Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
void
Sector::parse(const lisp::Lisp& sector)
{
void
Sector::parse(const lisp::Lisp& sector)
{
+
+ TileMap::loading_worldmap = false;
+
bool has_background = false;
lisp::ListIterator iter(§or);
while(iter.next()) {
bool has_background = false;
lisp::ListIterator iter(§or);
while(iter.next()) {
@@
-236,6
+239,9
@@
Sector::parse(const lisp::Lisp& sector)
void
Sector::parse_old_format(const lisp::Lisp& reader)
{
void
Sector::parse_old_format(const lisp::Lisp& reader)
{
+
+ TileMap::loading_worldmap = false;
+
name = "main";
reader.get("gravity", gravity);
name = "main";
reader.get("gravity", gravity);
@@
-897,10
+903,10
@@
void check_collisions(collision::Constraints* constraints,
return;
// calculate intersection
return;
// calculate intersection
- float itop = r1.get_bottom() - r2.get_top();
+ float itop
= r1.get_bottom() - r2.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
- float ileft = r1.get_right() - r2.get_left();
- float iright = r2.get_right() - r1.get_left();
+ float ileft
= r1.get_right() - r2.get_left();
+ float iright
= r2.get_right() - r1.get_left();
if(fabsf(movement.y) > fabsf(movement.x)) {
if(ileft < SHIFT_DELTA) {
if(fabsf(movement.y) > fabsf(movement.x)) {
if(ileft < SHIFT_DELTA) {