void addStructure(_TYPE t,float x,float y,World *outside,World *inside);
void addMob(int t,float x,float y);
+ void addMob(int t,float x,float y,void (*hey)());
void addNPC(float x,float y);
void addObject(int, float, float);
+ void addObject(int, bool, char*, float, float);
+
//void removeObjet(Object);
* Load a temporary background image.
*/
- bgDay =Texture::loadTexture("assets/bg.png" );
- bgNight =Texture::loadTexture("assets/bgn.png" );
- bgMtn =Texture::loadTexture("assets/bgFarMountain.png" );
- bgTreesFront =Texture::loadTexture("assets/bgFrontTreeTile.png" );
- bgTreesMid =Texture::loadTexture("assets/bgMidTreeTile.png" );
- bgTreesFar =Texture::loadTexture("assets/bgFarTreeTile.png" );
-
+ bgDay =Texture::loadTexture("assets/bg.png" );
+ bgNight =Texture::loadTexture("assets/bgn.png" );
+ bgMtn =Texture::loadTexture("assets/bgFarMountain.png");
+ bgTreesFront =Texture::loadTexture("assets/bgFrontTree.png" );
+ bgTreesMid =Texture::loadTexture("assets/bgMidTree.png" );
+ bgTreesFar =Texture::loadTexture("assets/bgFarTree.png" );
+ invUI =Texture::loadTexture("assets/invUI.png" );
-
++
/*
* Load sprites used in the inventory menu. See src/inventory.cpp
*/
tex->bind(0);
}
break;
- case 2: //RABBIT
- if(ground == 0){
- tex->bind(0);
- }else if(ground == 1){
- tex->bind(0);
- }
+ case MS_BIRD:
+ tex->bind(0);
+ break;
+ case MS_TRIGGER:
+ goto NOPE;
break;
default:
- break;
+ tex->bind(0);
+ break;
}
- }else if(type == OBJECTT){
- tex->bind(0);
}else{
tex->bind(0);
}
test->addMob(MS_RABBIT,200,100);
test->addMob(MS_BIRD,-500,500);
--
- test->addObject(2, 500,200);
+
+ currentWorld->addObject(SWORD_WOOD, 500,200);
+ currentWorld->addObject(FLASHLIGHT, true, "This looks important, do you want to pick it up?",600,200);
/*
* Link all the entities that were just created to the initial world, and setup a test AI function.
*/