const Tile* tile = solids->get_tile(x, y);
Vector pos(x*32, y*32);
- if(tile->id == 112) {
+ if(tile->getID() == 112) {
add_object(new InvisibleBlock(pos));
solids->change(x, y, 0);
- } else if(tile->id == 295) {
+ } else if(tile->getID() == 295) {
add_object(new Spike(pos, Spike::NORTH));
solids->change(x, y, 0);
- } else if(tile->id == 296) {
+ } else if(tile->getID() == 296) {
add_object(new Spike(pos, Spike::EAST));
solids->change(x, y, 0);
- } else if(tile->id == 297) {
+ } else if(tile->getID() == 297) {
add_object(new Spike(pos, Spike::SOUTH));
solids->change(x, y, 0);
- } else if(tile->id == 298) {
+ } else if(tile->getID() == 298) {
add_object(new Spike(pos, Spike::WEST));
solids->change(x, y, 0);
- } else if(tile->attributes & Tile::COIN) {
+ } else if(tile->getAttributes() & Tile::COIN) {
add_object(new Coin(pos));
solids->change(x, y, 0);
- } else if(tile->attributes & Tile::FULLBOX) {
- add_object(new BonusBlock(pos, tile->data));
+ } else if(tile->getAttributes() & Tile::FULLBOX) {
+ add_object(new BonusBlock(pos, tile->getData()));
solids->change(x, y, 0);
- } else if(tile->attributes & Tile::BRICK) {
- add_object(new Brick(pos, tile->data));
+ } else if(tile->getAttributes() & Tile::BRICK) {
+ add_object(new Brick(pos, tile->getData()));
solids->change(x, y, 0);
- } else if(tile->attributes & Tile::GOAL) {
+ } else if(tile->getAttributes() & Tile::GOAL) {
add_object(new SequenceTrigger(pos, "endsequence"));
solids->change(x, y, 0);
}
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
- if(!(tile->attributes & Tile::SOLID))
+ if(!(tile->getAttributes() & Tile::SOLID))
continue;
- if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0)
+ if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0)
continue;
- if(tile->attributes & Tile::SLOPE) { // slope tile
+ if(tile->getAttributes() & Tile::SLOPE) { // slope tile
AATriangle triangle;
Vector p1(x*32, y*32);
Vector p2((x+1)*32, (y+1)*32);
- triangle = AATriangle(p1, p2, tile->data);
+ triangle = AATriangle(p1, p2, tile->getData());
if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
triangle)) {