Mario: set mario pointer when loading map for editor

This commit is contained in:
2021-05-26 14:18:39 +02:00
parent 19c29b261c
commit d2bc497070
3 changed files with 28 additions and 15 deletions
+3 -3
View File
@@ -291,9 +291,8 @@ void placeTool( SDLPP::Scene &scene ) {
new_obj->getCollisions()[0]->setId( EDITOR_TERRAIN_ID );
break;
case VisitorType::Modifier:
if(tool_type == BlockRole::CHARACTER) {
if(tool_type == BlockRole::MARIO) {
std::get< MapObject::CHARACTER_TYPE >( obj ) = LandType::OVERWORLD;
// TODO character ID
std::get< MapObject::CHARACTER_ID >( obj ) = MARIO_ID;
std::get< MapObject::MODIFIER_TYPE >( obj ) = 0;
std::get< MapObject::MODIFIER_DATA >( obj ) = 0;
@@ -306,6 +305,7 @@ void placeTool( SDLPP::Scene &scene ) {
global_vars.mario_pos = getSelectedObjectPosition();
new_obj->getCollisions()[0]->setId( EDITOR_CHARACTER_ID );
z_index = scene.getObjects().size() - 1;
// TODO BlockRole::Character
} else {
// TODO data
std::cout << "Want to set: " << (int)std::get< MapObject::MODIFIER_TYPE >( obj ) << std::endl;
@@ -417,7 +417,7 @@ int main() {
bg->setId( 1 );
scene->addObject( bg );
loadMap( scene, "test_binary.bin", renderer, global_vars.objects );
loadMap( scene, global_vars.mario, "test_binary.bin", renderer, global_vars.objects );
// grid
for ( int i = 1; i < ( MAP_WIDTH + 2 ); i++ ) {