#include "supertux/level.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/player_status.hpp"
+#include "supertux/savegame.hpp"
#include "supertux/spawn_point.hpp"
#include "supertux/tile.hpp"
#include "trigger/sequence_trigger.hpp"
bool Sector::draw_solids_only = false;
Sector::Sector(Level* parent) :
- level(parent),
+ level(parent),
name(),
bullets(),
init_script(),
currentmusic(LEVEL_MUSIC),
sector_table(),
scripts(),
- ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
+ ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
gameobjects(),
moving_objects(),
spawnpoints(),
portables(),
music(),
- gravity(10.0),
- player(0),
+ gravity(10.0),
+ player(0),
solid_tilemaps(),
- camera(0),
+ camera(0),
effect(0)
{
- add_object(new Player(GameSession::current()->get_player_status(), "Tux"));
+ add_object(new Player(GameSession::current()->get_savegame().get_player_status(), "Tux"));
add_object(new DisplayEffect("Effect"));
add_object(new TextObject("Text"));
update_game_objects();
- if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
+ if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; }
fix_old_tiles();
if(!camera) {
update_game_objects();
- if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
+ if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; }
fix_old_tiles();
update_game_objects();
camera->update(1);
player->move(player->get_pos()+(Vector(32, 0)));
camera->update(1);
-
+
update_game_objects();
//Run default.nut just before init script
if(tile->is_slope ()) { // slope tile
AATriangle triangle;
int slope_data = tile->getData();
- if (solids->get_drawing_effect() == VERTICAL_FLIP)
+ if (solids->get_drawing_effect() & VERTICAL_FLIP)
slope_data = AATriangle::vertical_flip(slope_data);
triangle = AATriangle(tile_bbox, slope_data);