Mario editor: added more terrain blocks
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900382bfce
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@ -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_RIGHT_BOTTOM_ID,
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CLOUD_LEFT_TOP_ID,
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CLOUD_LEFT_TOP_ID,
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CLOUD_MIDDLE_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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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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{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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{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_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_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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};
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std::shared_ptr< SDLPP::RectangleRender >
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std::shared_ptr< SDLPP::RectangleRender >
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@ -18,6 +18,16 @@
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#define CLOUD_LEFT_TOP_ID 0x700E
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#define CLOUD_LEFT_TOP_ID 0x700E
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#define CLOUD_MIDDLE_TOP_ID 0x700F
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#define CLOUD_MIDDLE_TOP_ID 0x700F
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#define CLOUD_RIGHT_TOP_ID 0x7010
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#define CLOUD_RIGHT_TOP_ID 0x7010
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#define PIPE_LEFT_BOTTOM_ID 0x7011
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#define PIPE_LEFT_TOP_ID 0x7012
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#define PIPE_RIGHT_BOTTOM_ID 0x7013
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#define PIPE_RIGHT_TOP_ID 0x7014
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#define CASTLE_LEFT_ID 0x7015
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#define CASTLE_RIGHT_ID 0x7016
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#define CASTLE_BLACK_ID 0x7017
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#define CASTLE_ENTRY_ID 0x7018
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#define CASTLE_TOWER_ID 0x7019
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#define CASTLE_TOWER_FILLED_ID 0x701A
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// character IDs
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// character IDs
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#define MARIO_ID 0x0F
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#define MARIO_ID 0x0F
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@ -36,6 +36,16 @@ const SDL_Rect CLOUD_RIGHT_BOTTOM_SRC = {256,80,16,16};
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const SDL_Rect CLOUD_LEFT_TOP_SRC = {222,63,16,16};
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const SDL_Rect CLOUD_LEFT_TOP_SRC = {222,63,16,16};
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const SDL_Rect CLOUD_MIDDLE_TOP_SRC = {239,63,16,16};
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const SDL_Rect CLOUD_MIDDLE_TOP_SRC = {239,63,16,16};
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const SDL_Rect CLOUD_RIGHT_TOP_SRC = {256,63,16,16};
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const SDL_Rect CLOUD_RIGHT_TOP_SRC = {256,63,16,16};
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const SDL_Rect PIPE_LEFT_BOTTOM_SRC = {103, 63, 16, 16};
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const SDL_Rect PIPE_LEFT_TOP_SRC = {103, 46, 16, 16};
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const SDL_Rect PIPE_RIGHT_BOTTOM_SRC = {120, 63, 16, 16};
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const SDL_Rect PIPE_RIGHT_TOP_SRC = {120, 46, 16, 16};
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const SDL_Rect CASTLE_LEFT_SRC = {69, 131, 16, 16};
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const SDL_Rect CASTLE_RIGHT_SRC = {103, 131, 16, 16};
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const SDL_Rect CASTLE_BLACK_SRC = {86, 131, 16, 16};
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const SDL_Rect CASTLE_ENTRY_SRC = {86, 114, 16, 16};
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const SDL_Rect CASTLE_TOWER_SRC = {69, 114, 16, 16};
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const SDL_Rect CASTLE_TOWER_FILLED_SRC = {103, 114, 16, 16};
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const SDLPP::Vec2D<uint64_t> OVERWORLD_SHIFT = {0, 0};
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const SDLPP::Vec2D<uint64_t> OVERWORLD_SHIFT = {0, 0};
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const SDLPP::Vec2D<uint64_t> UNDERWORLD_SHIFT = {274, 0};
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const SDLPP::Vec2D<uint64_t> UNDERWORLD_SHIFT = {274, 0};
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@ -40,6 +40,16 @@ extern const SDL_Rect CLOUD_RIGHT_BOTTOM_SRC;
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extern const SDL_Rect CLOUD_LEFT_TOP_SRC;
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extern const SDL_Rect CLOUD_LEFT_TOP_SRC;
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extern const SDL_Rect CLOUD_MIDDLE_TOP_SRC;
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extern const SDL_Rect CLOUD_MIDDLE_TOP_SRC;
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extern const SDL_Rect CLOUD_RIGHT_TOP_SRC;
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extern const SDL_Rect CLOUD_RIGHT_TOP_SRC;
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extern const SDL_Rect PIPE_LEFT_BOTTOM_SRC;
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extern const SDL_Rect PIPE_LEFT_TOP_SRC;
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extern const SDL_Rect PIPE_RIGHT_BOTTOM_SRC;
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extern const SDL_Rect PIPE_RIGHT_TOP_SRC;
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extern const SDL_Rect CASTLE_LEFT_SRC;
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extern const SDL_Rect CASTLE_RIGHT_SRC;
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extern const SDL_Rect CASTLE_BLACK_SRC;
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extern const SDL_Rect CASTLE_ENTRY_SRC;
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extern const SDL_Rect CASTLE_TOWER_SRC;
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extern const SDL_Rect CASTLE_TOWER_FILLED_SRC;
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extern const SDLPP::Vec2D<uint64_t> OVERWORLD_SHIFT;
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extern const SDLPP::Vec2D<uint64_t> OVERWORLD_SHIFT;
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extern const SDLPP::Vec2D<uint64_t> UNDERWORLD_SHIFT;
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extern const SDLPP::Vec2D<uint64_t> UNDERWORLD_SHIFT;
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