Decided to just implement auto it reload since it feels better on the player end. Also added much needed logging for tileset loading
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ff8bcf3480
commit
02403b142a
2 changed files with 17 additions and 7 deletions
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@ -94,7 +94,8 @@ bool Weapon::shoot()
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sol::error err = result;
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sol::error err = result;
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std::cerr << "lua error: " << err.what() << std::endl;
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std::cerr << "lua error: " << err.what() << std::endl;
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}
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}
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weaponMag -= 1;
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// auto reload
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if ((weaponMag -= 1) <= 0) reload();
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}
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}
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}
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}
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else if (weaponMag <= 0) reload();
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else if (weaponMag <= 0) reload();
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@ -440,12 +440,21 @@ bool XMLLoader::loadTile(tinyxml2::XMLElement* tileElement, TileSetData::TileDat
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Notice we just return true if there is no property, we can just safely default to walkable = true
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Notice we just return true if there is no property, we can just safely default to walkable = true
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*/
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*/
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tinyxml2::XMLElement* properties = tileElement->FirstChildElement("properties");
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tinyxml2::XMLElement* properties = tileElement->FirstChildElement("properties");
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if (properties == NULL)
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if (properties == NULL) {
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return true;
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LOG(WARN, "No properties found on tile id: {} assuming defaults", tileData.id);
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} else {
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tinyxml2::XMLElement* propWalk = properties->FirstChildElement("property");
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tinyxml2::XMLElement* propWalk = properties->FirstChildElement("property");
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if (propWalk == NULL || !propWalk->Attribute("name", "walkable"))
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if (propWalk == NULL) {
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return true;
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LOG(WARN, "No walkable propery found on tile id: {} assuming walkable", tileData.id);
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propWalk->QueryBoolAttribute("value", &tileData.walkable);
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} else {
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for (auto& prop = propWalk; prop != NULL; prop = prop->NextSiblingElement()) {
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if (prop->Attribute("name", "walkable")) {
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prop->QueryBoolAttribute("value", &tileData.walkable);
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break;
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}
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}
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}
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}
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}
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}
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tileData.type = tileType;
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tileData.type = tileType;
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