Commit 968f2dd9 authored by Gerhard Stein's avatar Gerhard Stein

Added class for handling the item sprites in the galaxy engine

parent ba94fd70
......@@ -488,6 +488,7 @@ void CObject::processFalling()
{
CPhysicsSettings &Physics = g_pBehaviorEngine->getPhysicsSettings();
//if( yinertia>40 && !onslope )
if( yinertia>0 && !onslope )
falling = true;
else
......
......@@ -277,6 +277,8 @@ void CMapLoaderGalaxy::spawnFoes(CMap &Map)
m_ObjectPtr.pop_back();
}
//std::ofstream File("objlayer.txt");
// he we go to the adding objects
data_ptr = start_data;
for(size_t y=0 ; y<height ; y++)
......@@ -285,8 +287,12 @@ void CMapLoaderGalaxy::spawnFoes(CMap &Map)
{
addFoe(Map, *data_ptr, x, y);
data_ptr++;
//File << *data_ptr << " ";
}
//File << std::endl;
}
//File.close();
}
/**
......
/*
* CSpriteItem.cpp
*
* Created on: 24.11.2010
* Author: gerstrong
*/
#include "CSpriteItem.h"
CSpriteItem::CSpriteItem(CMap *pmap, Uint32 x, Uint32 y) :
CObject(pmap, x, y, OBJ_NONE)
{
// TODO Auto-generated constructor stub
}
void CSpriteItem::process()
{
// Do the animation stuff here!
}
CSpriteItem::~CSpriteItem() {
// TODO Auto-generated destructor stub
}
/*
* CSpriteItem.h
*
* Created on: 24.11.2010
* Author: gerstrong
*
* In Keen Galaxy there tile items and sprite items. The basically do the same and the only difference
* is that the sprite items can be hidden in secret areas. This is not always done strangely.
* Both item types exist altough I think we really don't need items, oh well...
*/
#ifndef CSPRITEITEM_H_
#define CSPRITEITEM_H_
#include "common/CObject.h"
class CSpriteItem : public CObject{
public:
CSpriteItem(CMap *pmap, Uint32 x, Uint32 y);
void process();
virtual ~CSpriteItem();
};
#endif /* CSPRITEITEM_H_ */
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment