Keep it working on the map editor, maps can now be saved, i'll implement the loading next.

Changed a little bit how to load from memory packs.
Fixed some minor bugs on the UI.
And many things that i can't remember, i forgot to make a commit yesterday.
This commit is contained in:
spartanj
2011-06-09 03:37:26 -03:00
parent 05ef7cc0b8
commit a514d37b1d
46 changed files with 1287 additions and 199 deletions

View File

@@ -1,4 +1,5 @@
#include "cgameobjectshape.hpp"
#include "../graphics/cshapegroupmanager.hpp"
namespace EE { namespace Gaming {
@@ -18,23 +19,7 @@ Uint32 cGameObjectShape::Type() const {
void cGameObjectShape::Draw() {
if ( NULL != mShape ) {
Uint8 Both = 0;
EE_RENDERTYPE Render = RN_NORMAL;
if ( mFlags & GObjFlags::GAMEOBJECT_MIRRORED ) {
Render = RN_MIRROR;
Both |= 1 << RN_MIRROR;
}
if ( mFlags & GObjFlags::GAMEOBJECT_FLIPED ) {
Render = RN_FLIP;
Both |= 1 << RN_FLIP;
}
if ( ( Both & RN_MIRROR ) && ( Both & RN_FLIP ) )
Render = RN_FLIPMIRROR;
mShape->Draw( mPos.x, mPos.y, eeColorA(), 0.f, 1.f, ALPHA_NORMAL, Render );
mShape->Draw( mPos.x, mPos.y, eeColorA(), 0.f, 1.f, ALPHA_NORMAL, RenderTypeFromFlags() );
}
}
@@ -45,6 +30,13 @@ eeVector2f cGameObjectShape::Pos() const {
return mPos;
}
eeSize cGameObjectShape::Size() {
if ( NULL != mShape )
return mShape->RealSize();
return eeSize();
}
void cGameObjectShape::Pos( eeVector2f pos ) {
mPos = pos;
}
@@ -57,4 +49,12 @@ void cGameObjectShape::Shape( cShape * shape ) {
mShape = shape;
}
Uint32 cGameObjectShape::DataId() {
return mShape->Id();
}
void cGameObjectShape::DataId( Uint32 Id ) {
Shape( cShapeGroupManager::instance()->GetShapeById( Id ) );
}
}}