#include "flip_level_transformer.h"
#include "object/tilemap.h"
+#include "object/camera.h"
#include "badguy/badguy.h"
#include "sector.h"
#include "tile_manager.h"
if(tilemap) {
transform_tilemap(tilemap);
}
+ Player* player = dynamic_cast<Player*> (object);
+ if(player) {
+ Vector pos = player->get_pos();
+ pos.y = height - pos.y;
+ player->move(pos);
+ continue;
+ }
BadGuy* badguy = dynamic_cast<BadGuy*> (object);
if(badguy) {
transform_badguy(height, badguy);
- } else {
- MovingObject* mobject = dynamic_cast<MovingObject*> (object);
- if(mobject) {
- transform_moving_object(height, mobject);
- }
+ continue;
+ }
+
+ MovingObject* mobject = dynamic_cast<MovingObject*> (object);
+ if(mobject) {
+ transform_moving_object(height, mobject);
}
}
for(Sector::SpawnPoints::iterator i = sector->spawnpoints.begin();
i != sector->spawnpoints.end(); ++i) {
transform_spawnpoint(height, *i);
}
+
+ if(sector->camera != 0 && sector->player != 0)
+ sector->camera->reset(sector->player->get_pos());
}
void
tilemap->change(x, y2, t1->getID());
}
}
- tilemap->set_drawing_effect(VERTICAL_FLIP);
+ if(tilemap->get_drawing_effect() != 0) {
+ tilemap->set_drawing_effect(0);
+ } else {
+ tilemap->set_drawing_effect(VERTICAL_FLIP);
+ }
}
void