Removed the delete SDL_Screen in ~Game and updated todo on Point2D
authorunknown <Ivan Lloyd@.(none)>
Mon, 17 Jan 2011 01:41:38 +0000 (19:41 -0600)
committerunknown <Ivan Lloyd@.(none)>
Mon, 17 Jan 2011 01:41:38 +0000 (19:41 -0600)
fixed loading animation bug

Animation.cpp
ArtAssets/Sprites/sun.anim
ArtAssets/Sprites/viking.anim
Game.cpp
fns.h

index 515ad08..eedee23 100644 (file)
@@ -73,29 +73,34 @@ int Animation::loadAnimation(std::string animFile)
                                /** Collision data */
                                char c;
                                value>>c;
-                               while(c != ')'){
-                                       if(c == 'n')
-                                               continue;
-                                       else if(c == 'c')
-                                       {
-                                               double xOffset = 0.0, yOffset = 0.0;
-                                               value>>xOffset;
-                                               value>>yOffset;
-                                               double radius;
-                                               value>>radius;
-                                               mAnim[count].bounds.push_back(new CollisionCircle(Point2D(xOffset, yOffset), radius));
-                                       }
-                                       else if(c == 'r')
-                                       {
-                                               double xOffset = 0.0, yOffset = 0.0;
-                                               value>>xOffset;
-                                               value>>yOffset;
-                                               double width = 0.0 , height = 0.0;
-                                               value>>width;
-                                               value>>height;
-                                               mAnim[count].bounds.push_back(new CollisionRectangle(Point2D(xOffset, yOffset), width, height));
-                                       }
+                               if(c == '('){
                                        value>>c;
+                                       while(c != ')'){
+                                               if(c == 'n'){
+                                                       value>>c;
+                                                       continue;
+                                               }
+                                               else if(c == 'c')
+                                               {
+                                                       double xOffset = 0.0, yOffset = 0.0;
+                                                       value>>xOffset;
+                                                       value>>yOffset;
+                                                       double radius;
+                                                       value>>radius;
+                                                       mAnim[count].bounds.push_back(new CollisionCircle(Point2D(xOffset, yOffset), radius));
+                                               }
+                                               else if(c == 'r')
+                                               {
+                                                       double xOffset = 0.0, yOffset = 0.0;
+                                                       value>>xOffset;
+                                                       value>>yOffset;
+                                                       double width = 0.0 , height = 0.0;
+                                                       value>>width;
+                                                       value>>height;
+                                                       mAnim[count].bounds.push_back(new CollisionRectangle(Point2D(xOffset, yOffset), width, height));
+                                               }
+                                               value>>c;
+                                       }
                                }
 
                                /** Load image for Frame */
index c0932cd..c7fbbd1 100644 (file)
@@ -1,6 +1,6 @@
 #Number of Frames 
 #ArtAssets/ milisec    Transparency
-#filename      pause   r       g       b       xOffset yOffset ( collisionType <Circle has offset, radius | rectangle has offset, width, height>
+#filename      pause   r       g       b       xOffset yOffset ( collisionType <Circle has offset, radius | rectangle has offset, width, height>, ... )
 NumFrames: 4
 sun1.bmp       20      0 0 255 0.0 0.0 ( n )
 sun2.bmp       20      0 0 255 0.0 0.0 ( n )
index 4d21111..ed996a4 100644 (file)
@@ -1,11 +1,11 @@
 #Number of Frames 
 #ArtAssets/ milisec    Transparency
-#filename      pause   r       g       b       xOffset yOffset 
+#filename      pause   r       g       b       xOffset yOffset ( <n | c | r> <Circle has offset, radius | rectangle has offset, width, height>, ... )
 NumFrames: 9
 viking1.bmp 50 0 255 0 0.0 0.0 ( n )
-viking2.bmp 50 0 255 0 0.0 0.0 ( n )
-viking3.bmp 50 0 255 0 0.0 0.0 ( n )
-viking4.bmp 50 0 255 0 0.0 0.0 ( n )
+viking2.bmp 50 0 255 0 0.0 0.0 ( c 0.0 0.0 3.0 )
+viking3.bmp 50 0 255 0 0.0 0.0 ( r 0.0 0.0 5.0 3.0 )
+viking4.bmp 50 0 255 0 0.0 0.0 ( r 0.0 0.0 5.0 3.0 r -6.0 3.0 5.0 5.0 )
 viking5.bmp 50 0 255 0 0.0 0.0 ( n )
 viking6.bmp 50 0 255 0 0.0 0.0 ( n )
 viking7.bmp 50 0 255 0 0.0 0.0 ( n )
index ce12c8f..b79f2fa 100644 (file)
--- a/Game.cpp
+++ b/Game.cpp
@@ -40,8 +40,6 @@ Game::~Game()
        for (size_t i = 0; i < mLevels.size(); ++i) {
                delete mLevels[i];
        }
-       /// \todo Does this even need to be here or will closing the program unallocate the mem?
-       //delete mScreen; 
 }
 
 Level* Game::getCurrentLevel()
diff --git a/fns.h b/fns.h
index 378f3e8..8885d4b 100644 (file)
--- a/fns.h
+++ b/fns.h
@@ -23,7 +23,7 @@ class Point2D
        }
        Point2D (const SizeD& copy);///< Copy object
 
-       /** \todo add typical vector functionality like length, nomal vectors etc. */
+       /** \todo add nomal vectors  */
        double x;/**< x position */
        double y;/**< y Position */
        double length();/**< The length of the Point (from origin)