show_grid = true;
selection.clear();
- global_frame_counter = 0;
selection_end = selection_ini = Vector(0,0);
left_button = middle_button = mouse_moved = false;
level = 0;
mouse_cursor->set_state(MC_NORMAL);
-frame_timer.start(.25, true);
done = false;
while(!done)
{
if(sector)
{
- if(frame_timer.check()) {
- ++global_frame_counter;
- }
-
// don't scroll before the start or after the level's end
float width = sector->solids->get_width() * 32;
float height = sector->solids->get_height() * 32;
void LevelEditor::change(int x, int y, int newtile, int layer)
{
+ (void) layer;
// find the tilemap of the current layer, and then change the tile
if(x < 0 || (unsigned int)x >= sector->solids->get_width()*32 ||
y < 0 || (unsigned int)y >= sector->solids->get_height()*32)
char str[1024];
-char *text1[] = {
+const char *text1[] = {
_("This is the built-in level editor. Its aim is to be intuitive\n"
"and simple to use, so it should be pretty straightforward.\n"
"\n"
"enemies and game objects in the bottom.\n")
};
-char *text2[] = {
+const char *text2[] = {
_("The Foreground/Interactive/Background buttons may be used to\n"
"see and edit the respective layer. Levels have three tiles layers:\n"
"Foreground - tiles are drawn on top of everything and have no contact\n"
"Webpage: http://pingus.seul.org/~grumbel/flexlay/")
};
-char **text[] = { text1, text2 };
+const char **text[] = { text1, text2 };
bool done;