#include "scripting/squirrel_util.hpp"
TileMap::TileMap()
- : solid(false), speed(1), width(0), height(0), z_pos(0), x_offset(0), y_offset(0),
+ : solid(false), speed_x(1), speed_y(1), width(0), height(0), z_pos(0), x_offset(0), y_offset(0),
drawing_effect(NO_EFFECT), alpha(1.0), current_alpha(1.0), remaining_fade_time(0),
draw_target(DrawingContext::NORMAL)
{
}
TileMap::TileMap(const lisp::Lisp& reader, TileManager* new_tile_manager)
- : solid(false), speed(1), width(-1), height(-1), z_pos(0),
+ : solid(false), speed_x(1), speed_y(1), width(-1), height(-1), z_pos(0),
x_offset(0), y_offset(0),
drawing_effect(NO_EFFECT), alpha(1.0), current_alpha(1.0),
remaining_fade_time(0),
reader.get("name", name);
reader.get("z-pos", z_pos);
reader.get("solid", solid);
- reader.get("speed", speed);
+ reader.get("speed", speed_x);
+ reader.get("speed-y", speed_y);
- if(solid && speed != 1) {
+ if(solid && ((speed_x != 1) || (speed_y != 1))) {
log_warning << "Speed of solid tilemap is not 1. fixing" << std::endl;
- speed = 1;
+ speed_x = 1;
+ speed_y = 1;
}
const lisp::Lisp* pathLisp = reader.get_lisp("path");
}
TileMap::TileMap(std::string name, int z_pos, bool solid, size_t width, size_t height)
- : solid(solid), speed(1), width(0), height(0), z_pos(z_pos),
+ : solid(solid), speed_x(1), speed_y(1), width(0), height(0), z_pos(z_pos),
x_offset(0), y_offset(0), drawing_effect(NO_EFFECT), alpha(1.0),
current_alpha(1.0), remaining_fade_time(0),
draw_target(DrawingContext::NORMAL)
writer.write_int("z-pos", z_pos);
writer.write_bool("solid", solid);
- writer.write_float("speed", speed);
+ writer.write_float("speed", speed_x);
+ writer.write_float("speed-y", speed_y);
writer.write_int("width", width);
writer.write_int("height", height);
writer.write_int_vector("tiles", tiles);
float trans_x = roundf(context.get_translation().x);
float trans_y = roundf(context.get_translation().y);
- context.set_translation(Vector(trans_x * speed, trans_y * speed));
+ context.set_translation(Vector(trans_x * speed_x, trans_y * speed_y));
/** if we don't round here, we'll have a 1 pixel gap on screen sometimes.
* I have no idea why */