if(badguy) {
transform_badguy(height, badguy);
}
+ Platform* platform = dynamic_cast<Platform*> (object);
+ 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);
object->set_pos(pos);
}
+void
+FlipLevelTransformer::transform_platform(float height, Platform& platform)
+{
+ Path& path = platform.get_path();
+ for (std::vector<Path::Node>::iterator i = path.nodes.begin(); i != path.nodes.end(); i++) {
+ Vector& pos = i->position;
+ pos.y = height - pos.y - platform.get_bbox().get_height();
+ }
+}
+
+void
+FlipLevelTransformer::transform_block(float height, Block& block)
+{
+ block.original_y = height - block.original_y - block.get_bbox().get_height();
+}