add_sector(sector);
} else {
log_warning << "Unknown token '" << token << "' in level file" << std::endl;
- continue;
}
}
{
this->next_screen.reset(screen);
this->screen_fade.reset(screen_fade);
- if(nextpop)
- nextpush = false;
- else
- nextpush = true;
+ nextpush = nextpop != NULL;
nextpop = false;
speed = 1.0;
}
running = true;
while(running) {
- while( (next_screen.get() != NULL || nextpop == true) &&
+ while( (next_screen.get() != NULL || nextpop) &&
(screen_fade.get() == NULL || screen_fade->done())) {
if(current_screen.get() != NULL) {
current_screen->leave();
float elapsed_time = 1.0 / LOGICAL_FPS;
ticks = SDL_GetTicks();
if(ticks > fps_nextframe_ticks) {
- if(skipdraw == true) {
+ if(skipdraw) {
// already skipped last frame? we have to slow down the game then...
skipdraw = false;
fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
enum CollisionGroup {
/** Objects in DISABLED group are not tested for collisions */
- COLGROUP_DISABLED,
+ COLGROUP_DISABLED = 0,
/**
* "default" is moving object. MovingObjects get tested against all other
* objects and against other movingobjects
/** if we don't round here, we'll have a 1 pixel gap on screen sometimes.
* I have no idea why */
- float start_x = ((int)((roundf(context.get_translation().x) - roundf(x_offset)) / 32)) * 32 + roundf(x_offset);
- float start_y = ((int)((roundf(context.get_translation().y) - roundf(y_offset)) / 32)) * 32 + roundf(y_offset);
+ float start_x = int((roundf(context.get_translation().x) - roundf(x_offset)) / 32) * 32 + roundf(x_offset);
+ float start_y = int((roundf(context.get_translation().y) - roundf(y_offset)) / 32) * 32 + roundf(y_offset);
float end_x = std::min(start_x + SCREEN_WIDTH + 32, float(width * 32 + roundf(x_offset)));
float end_y = std::min(start_y + SCREEN_HEIGHT + 32, float(height * 32 + roundf(y_offset)));
int tsx = int((start_x - roundf(x_offset)) / 32); // tilestartindex x
refcount--;
if(refcount <= 0) {
delete this;
- return;
}
}
get { return Int32.Parse(lexer.TokenString); }
}
public bool BoolValue {
- get { return StringValue == "t" ? true : false; }
+ get { return StringValue == "t"; }
}
public float FloatValue {
get { return Single.Parse(lexer.TokenString); }