Mario editor: added more terrain blocks
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+17
-2
@@ -34,7 +34,17 @@ const std::vector< uint64_t > possibleBlocks = { FLOOR_ID,
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CLOUD_RIGHT_BOTTOM_ID,
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CLOUD_LEFT_TOP_ID,
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CLOUD_MIDDLE_TOP_ID,
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CLOUD_RIGHT_TOP_ID };
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CLOUD_RIGHT_TOP_ID,
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PIPE_LEFT_BOTTOM_ID,
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PIPE_LEFT_TOP_ID,
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PIPE_RIGHT_BOTTOM_ID,
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PIPE_RIGHT_TOP_ID,
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CASTLE_LEFT_ID,
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CASTLE_RIGHT_ID,
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CASTLE_BLACK_ID,
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CASTLE_ENTRY_ID,
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CASTLE_TOWER_ID,
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CASTLE_TOWER_FILLED_ID };
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const std::unordered_map<uint64_t, const SDL_Rect*> block_mapping = {
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{FLOOR_ID, &FLOOR_SRC}, {HILL_INCLINE_ID, &HILL_INCLINE_SRC},
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@@ -44,7 +54,12 @@ const std::unordered_map<uint64_t, const SDL_Rect*> block_mapping = {
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{BUSH_RIGHT_ID, &BUSH_RIGHT_SRC}, {CLOUD_LEFT_BOTTOM_ID, &CLOUD_LEFT_BOTTOM_SRC},
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{CLOUD_MIDDLE_BOTTOM_ID, &CLOUD_MIDDLE_BOTTOM_SRC}, {CLOUD_RIGHT_BOTTOM_ID, &CLOUD_RIGHT_BOTTOM_SRC},
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{CLOUD_LEFT_TOP_ID, &CLOUD_LEFT_TOP_SRC}, {CLOUD_MIDDLE_TOP_ID, &CLOUD_MIDDLE_TOP_SRC},
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{CLOUD_RIGHT_TOP_ID, &CLOUD_RIGHT_TOP_SRC}
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{CLOUD_RIGHT_TOP_ID, &CLOUD_RIGHT_TOP_SRC}, {PIPE_LEFT_BOTTOM_ID, &PIPE_LEFT_BOTTOM_SRC},
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{PIPE_LEFT_TOP_ID, &PIPE_LEFT_TOP_SRC}, {PIPE_RIGHT_BOTTOM_ID, &PIPE_RIGHT_BOTTOM_SRC},
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{PIPE_RIGHT_TOP_ID, &PIPE_RIGHT_TOP_SRC}, {CASTLE_LEFT_ID, &CASTLE_LEFT_SRC},
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{CASTLE_RIGHT_ID, &CASTLE_RIGHT_SRC}, {CASTLE_BLACK_ID, &CASTLE_BLACK_SRC},
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{CASTLE_ENTRY_ID, &CASTLE_ENTRY_SRC}, {CASTLE_TOWER_ID, &CASTLE_TOWER_SRC},
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{CASTLE_TOWER_FILLED_ID, &CASTLE_TOWER_FILLED_SRC}
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};
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std::shared_ptr< SDLPP::RectangleRender >
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