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some comments about collision detection
[supertux.git]
/
tools
/
tilemanager
/
Tile.cs
diff --git
a/tools/tilemanager/Tile.cs
b/tools/tilemanager/Tile.cs
index
c9387d7
..
1fc8401
100644
(file)
--- a/
tools/tilemanager/Tile.cs
+++ b/
tools/tilemanager/Tile.cs
@@
-16,7
+16,8
@@
public class Tile {
public bool Ice;
public bool Water;
public bool Slope;
public bool Ice;
public bool Water;
public bool Slope;
- public bool Spike;
+ public bool Hidden;
+ public bool Hurts;
public bool FullBox;
public bool Brick;
public bool Coin;
public bool FullBox;
public bool Brick;
public bool Coin;
@@
-66,10
+67,12
@@
public class Tile {
writer.Write("water", true);
if(Slope)
writer.Write("slope-type", Data);
writer.Write("water", true);
if(Slope)
writer.Write("slope-type", Data);
- if(Spike)
- writer.Write("spike", true);
+ if(Hurts)
+ writer.Write("hurts", true);
+ if(Hidden)
+ writer.Write("hidden", true);
if(Coin)
if(Coin)
- writer.Write("
distro
", true);
+ writer.Write("
coin
", true);
if(FullBox)
writer.Write("fullbox", true);
if(Brick)
if(FullBox)
writer.Write("fullbox", true);
if(Brick)
@@
-127,8
+130,11
@@
public class Tile {
case "anim-fps":
AnimFps = parser.FloatValue;
break;
case "anim-fps":
AnimFps = parser.FloatValue;
break;
- case "spike":
- Spike = parser.BoolValue;
+ case "hurts":
+ Hurts = parser.BoolValue;
+ break;
+ case "hidden":
+ Hidden = parser.BoolValue;
break;
case "data":
Data = parser.IntegerValue;
break;
case "data":
Data = parser.IntegerValue;
@@
-142,7
+148,7
@@
public class Tile {
case "fullbox":
FullBox = parser.BoolValue;
break;
case "fullbox":
FullBox = parser.BoolValue;
break;
- case "
distro
":
+ case "
coin
":
Coin = parser.BoolValue;
break;
case "goal":
Coin = parser.BoolValue;
break;
case "goal":