missed a Mr.Tree image file
[supertux.git] / src / flip_level_transformer.cpp
index 22f10d4..1b88399 100644 (file)
 //  02111-1307, USA.
 #include <config.h>
 
-#include "flip_level_transformer.h"
-#include "object/tilemap.h"
-#include "badguy/badguy.h"
-#include "sector.h"
-#include "tile_manager.h"
-#include "spawn_point.h"
+#include "flip_level_transformer.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "badguy/badguy.hpp"
+#include "sector.hpp"
+#include "tile_manager.hpp"
+#include "spawn_point.hpp"
 
 void
 FlipLevelTransformer::transform_sector(Sector* sector)
@@ -40,20 +41,29 @@ FlipLevelTransformer::transform_sector(Sector* sector)
     if(tilemap) {
       transform_tilemap(tilemap);
     }
+    Player* player = dynamic_cast<Player*> (object);
+    if(player) {
+      Vector pos = player->get_pos();
+      pos.y = height - pos.y - player->get_bbox().get_height();
+      player->move(pos);
+      continue;
+    }
     BadGuy* badguy = dynamic_cast<BadGuy*> (object);
     if(badguy) {
       transform_badguy(height, badguy);
-    } else {
-      MovingObject* mobject = dynamic_cast<MovingObject*> (object);
-      if(mobject) {
-        transform_moving_object(height, mobject);
-      }
+    }
+    MovingObject* mobject = dynamic_cast<MovingObject*> (object);
+    if(mobject) {
+      transform_moving_object(height, mobject);
     }
   }
   for(Sector::SpawnPoints::iterator i = sector->spawnpoints.begin();
       i != sector->spawnpoints.end(); ++i) {
     transform_spawnpoint(height, *i);
   }
+
+  if(sector->camera != 0 && sector->player != 0)
+    sector->camera->reset(sector->player->get_pos());
 }
 
 void
@@ -69,7 +79,11 @@ FlipLevelTransformer::transform_tilemap(TileMap* tilemap)
       tilemap->change(x, y2, t1->getID());
     }
   }
-  tilemap->set_drawing_effect(VERTICAL_FLIP);
+  if(tilemap->get_drawing_effect() != 0) {
+    tilemap->set_drawing_effect(NO_EFFECT);
+  } else {
+    tilemap->set_drawing_effect(VERTICAL_FLIP);
+  }
 }
 
 void
@@ -92,7 +106,7 @@ void
 FlipLevelTransformer::transform_moving_object(float height, MovingObject*object)
 {
   Vector pos = object->get_pos();
-  pos.y = height - pos.y;
+  pos.y = height - pos.y - object->get_bbox().get_height();
   object->set_pos(pos);
 }