[Remove] Map transitions are they were not in use.
[Fix] Invisible collision in bottom left.
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3e9c83428d
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@ -8,10 +8,6 @@
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<solidEntity>false</solidEntity>
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<solidEntity>false</solidEntity>
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<zLevel>100</zLevel>
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<zLevel>100</zLevel>
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<mapTransition>map</mapTransition>
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<mapTransX>0</mapTransX>
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<mapTransY>0</mapTransY>
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</tile>
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</tile>
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<tile>
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<tile>
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@ -2039,7 +2035,7 @@
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<line>
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<line>
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<tile>
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<tile>
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<tileTexture>grass</tileTexture>
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<tileTexture>grass</tileTexture>
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<solidTile>true</solidTile>
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<solidTile>false</solidTile>
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<entityTexture>null</entityTexture>
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<entityTexture>null</entityTexture>
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<solidEntity>false</solidEntity>
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<solidEntity>false</solidEntity>
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@ -113,10 +113,6 @@ void Player::SetCamera(void) {
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void Player::Move() {
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void Player::Move() {
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Character::Move();
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Character::Move();
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if(map->GetMapTransitionName(tileX, tileY) != "null") {
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SetXY((float)map->GetMapTransitionX(tileX, tileY), (float)map->GetMapTransitionY(tileX, tileY));
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map->Load(map->GetMapTransitionName(tileX, tileY));
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}
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}
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}
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void Player::SetLevel(int level) {
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void Player::SetLevel(int level) {
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@ -98,24 +98,6 @@ void LevelGen::Load(const string filename) {
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_tile[x][y].SetZLevel(atoi(dataElem->GetText()));
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_tile[x][y].SetZLevel(atoi(dataElem->GetText()));
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// </zlevel>
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// </zlevel>
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// <mapTransition>
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dataElem = dataElem->NextSiblingElement("mapTransition");
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assert(dataElem != NULL);
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_tile[x][y].SetMapTransitionName(dataElem->GetText());
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// </mapTransition>
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// <mapTransX>
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dataElem = dataElem->NextSiblingElement("mapTransX");
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assert(dataElem != NULL);
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// int mapTransX = atoi(dataElem->GetText()); // not referenced
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// </mapTransX>
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// <mapTransY>
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dataElem = dataElem->NextSiblingElement("mapTransY");
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assert(dataElem != NULL);
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// int mapTransY = atoi(dataElem->GetText()); // not referenced
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// </mapTransY>
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tileElem = tileElem->NextSiblingElement("tile");
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tileElem = tileElem->NextSiblingElement("tile");
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}
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}
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//</tile>
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//</tile>
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@ -391,15 +373,3 @@ int LevelGen::GetEntityHeight(int xArg, int yArg) {
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int LevelGen::GetTileZLevel(int xArg, int yArg) {
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int LevelGen::GetTileZLevel(int xArg, int yArg) {
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return _tile[xArg + 1][yArg + 1].GetZLevel();
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return _tile[xArg + 1][yArg + 1].GetZLevel();
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}
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}
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string LevelGen::GetMapTransitionName(int xArg, int yArg) {
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return _tile[xArg + 1][yArg + 1].GetMapTransitionName();
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}
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int LevelGen::GetMapTransitionX(int xArg, int yArg) {
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return _tile[xArg + 1][yArg + 1].GetMapTransitionX();
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}
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int LevelGen::GetMapTransitionY(int xArg, int yArg) {
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return _tile[xArg + 1][yArg + 1].GetMapTransitionY();
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}
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@ -41,10 +41,6 @@ public:
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int GetTileZLevel(int xArg, int yArg);
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int GetTileZLevel(int xArg, int yArg);
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string GetMapTransitionName(int xArg, int yArg);
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int GetMapTransitionX(int xArg, int yArg);
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int GetMapTransitionY(int xArg, int yArg);
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string GetCurrentMap(void);
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string GetCurrentMap(void);
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WorldManager& GetWorld(void) { return _world; }
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WorldManager& GetWorld(void) { return _world; }
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@ -43,14 +43,6 @@ public:
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void SetZLevel(int arg) { _zLevel = arg; }
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void SetZLevel(int arg) { _zLevel = arg; }
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int GetZLevel(void) { return _zLevel; }
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int GetZLevel(void) { return _zLevel; }
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// Map Transition Mutators.
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void SetMapTransitionName(string arg) { _mapTransitionName = arg; }
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string GetMapTransitionName(void) { return _mapTransitionName; }
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void SetMapTransitionXY(int xArg, int yArg) { _mapTransitionX = xArg, _mapTransitionY = yArg; }
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int GetMapTransitionX(void) { return _mapTransitionX; }
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int GetMapTransitionY(void) { return _mapTransitionY; }
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private:
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private:
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MapElement _tile;
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MapElement _tile;
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MapEntityGeneric _entity;
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MapEntityGeneric _entity;
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@ -58,9 +50,4 @@ private:
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// -1 is a 'special' tile, the next tile that the player walks
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// -1 is a 'special' tile, the next tile that the player walks
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// on is the players new zlevel.
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// on is the players new zlevel.
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int _zLevel;
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int _zLevel;
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// If not 'null', switch map when the player walks on this tile.
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string _mapTransitionName;
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int _mapTransitionX;
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int _mapTransitionY;
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};
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};
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