continue;
Rectf rect = solids->get_tile_bbox(x, y);
- if(tile->getAttributes() & Tile::SLOPE) { // slope tile
+ if(tile->is_slope ()) { // slope tile
AATriangle triangle = AATriangle(rect, tile->getData());
if(rectangle_aatriangle(&constraints, dest, triangle)) {
#define MV_SOLID 1
/* If the tile is not a slope, this is very easy. */
- if ((tile->getAttributes() & Tile::SLOPE) == 0)
+ if (!tile->is_slope ())
{
if (movement.y >= 0) /* moving down */
return MV_SOLID;
#define POS_SOLID 1
/* If this is not a slope, this is - again - easy */
- if ((tile->getAttributes() & Tile::SLOPE) == 0)
+ if (!tile->is_slope ())
{
if ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ())
return POS_SOLID;
continue;
}
- if(tile->getAttributes() & Tile::SLOPE) { // slope tile
+ if(tile->is_slope ()) { // slope tile
AATriangle triangle;
int slope_data = tile->getData();
if (solids->get_drawing_effect() == VERTICAL_FLIP)
continue;
if((tile->getAttributes() & Tile::UNISOLID) && ignoreUnisolid)
continue;
- if(tile->getAttributes() & Tile::SLOPE) {
+ if(tile->is_slope ()) {
AATriangle triangle;
Rectf tbbox = solids->get_tile_bbox(x, y);
triangle = AATriangle(tbbox, tile->getData());