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| author | XaviDCR92 <xavi.dcr@gmail.com> | 2018-03-11 14:20:36 +0100 |
|---|---|---|
| committer | XaviDCR92 <xavi.dcr@gmail.com> | 2018-03-11 14:20:36 +0100 |
| commit | be36d09ae70587f2ccb73906e895914421f336ff (patch) | |
| tree | 7681b7f3e7e1a8591f585e5f38bc9283e9cb05a5 /Source/Game.c | |
| parent | 6adb0a08c89a84ff7dc656e2cc379a100e22efe3 (diff) | |
| download | airport-be36d09ae70587f2ccb73906e895914421f336ff.tar.gz | |
* Game.c: removed obsolete comments.
* GameGui.c: status shown on aircraft list is now summarized on a table.
Diffstat (limited to 'Source/Game.c')
| -rw-r--r-- | Source/Game.c | 15 |
1 files changed, 1 insertions, 14 deletions
diff --git a/Source/Game.c b/Source/Game.c index edf2c78..653e911 100644 --- a/Source/Game.c +++ b/Source/Game.c @@ -1266,13 +1266,13 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer) uint16_t tileNr; uint8_t rows = 0; uint8_t columns = 0; - uint8_t k; for (tileNr = 0; tileNr < GameLevelSize; tileNr++) { // Building data is stored in GameLevelBuffer MSB. LSB is dedicated to tile data. uint8_t CurrentBuilding = (uint8_t)(GameLevelBuffer[tileNr] >> 8); uint8_t j; + uint8_t k; uint8_t AircraftRenderOrder[GAME_MAX_AIRCRAFT_PER_TILE]; short Aircraft_Y_Data[GAME_MAX_AIRCRAFT_PER_TILE]; @@ -1284,8 +1284,6 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer) Aircraft_Y_Data[j] = 0x7FFF; } - //memset(Aircraft_Y_Data, 0x7F, GAME_MAX_AIRCRAFT_PER_TILE * sizeof (short)); - for (j = 0; j < GAME_MAX_AIRCRAFT_PER_TILE; j++) { uint8_t AircraftIdx = GameAircraftTilemap[tileNr][j]; @@ -1319,12 +1317,6 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer) break; } } - - /*for (k = 0; k < GAME_MAX_AIRCRAFT_PER_TILE; k++) - { - Serial_printf("Aircraft_Y_Data[%d] = %d\n", k, Aircraft_Y_Data[k]); - Serial_printf("AircraftRenderOrder[%d] = %d\n", k, AircraftRenderOrder[k]); - }*/ } if (CurrentBuilding == BUILDING_NONE) @@ -1348,15 +1340,10 @@ void GameRenderBuildingAircraft(TYPE_PLAYER* ptrPlayer) .z = z_bldg_offset }; // Isometric -> Cartesian conversion - //buildingIsoPos.x = (columns << (TILE_SIZE_BIT_SHIFT)) + x_bldg_offset; - //buildingIsoPos.y = (rows << (TILE_SIZE_BIT_SHIFT)) + y_bldg_offset; - //buildingIsoPos.z = z_bldg_offset; - TYPE_CARTESIAN_POS buildingCartPos = GfxIsometricToCartesian(&buildingIsoPos); bool buildingDrawn = false; // Define new coordinates for building. - GameBuildingSpr.x = buildingCartPos.x - GameBuildingData[CurrentBuilding].orig_x; GameBuildingSpr.y = buildingCartPos.y - GameBuildingData[CurrentBuilding].orig_y; |
