#include "sector.hpp"
#include "tile_manager.hpp"
#include "spawn_point.hpp"
+#include "object/platform.hpp"
+#include "object/block.hpp"
void
FlipLevelTransformer::transform_sector(Sector* sector)
{
- float height = sector->solids->get_height()
- * sector->solids->get_tilemanager()->get_default_height();
-
+ float height = sector->get_height();
+
for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
i != sector->gameobjects.end(); ++i) {
GameObject* object = *i;
if(platform) {
transform_platform(height, *platform);
}
+ Block* block = dynamic_cast<Block*> (object);
+ if(block) {
+ transform_block(height, *block);
+ }
MovingObject* mobject = dynamic_cast<MovingObject*> (object);
if(mobject) {
transform_moving_object(height, mobject);
for(size_t y = 0; y < tilemap->get_height()/2; ++y) {
// swap tiles
int y2 = tilemap->get_height()-1-y;
- const Tile* t1 = tilemap->get_tile(x, y);
- const Tile* t2 = tilemap->get_tile(x, y2);
- tilemap->change(x, y, t2->getID());
- tilemap->change(x, y2, t1->getID());
+ 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) {
object->set_pos(pos);
}
-void
+void
FlipLevelTransformer::transform_platform(float height, Platform& platform)
{
Path& path = platform.get_path();
pos.y = height - pos.y - platform.get_bbox().get_height();
}
}
+
+void
+FlipLevelTransformer::transform_block(float height, Block& block)
+{
+ if (block.original_y != -1) block.original_y = height - block.original_y - block.get_bbox().get_height();
+}