commit 742e0112
Fixes the "Get Ready bug" Issue #6. It turned out it was using the wrong sprite.
Changed files
| M | Game/data/sprites/blockattack1.sprite before |
| M | source/code/main.cpp before |
diff --git a/Game/data/sprites/blockattack1.sprite b/Game/data/sprites/blockattack1.sprite
index f1a2be6..69c9942 100644
--- a/Game/data/sprites/blockattack1.sprite
+++ b/Game/data/sprites/blockattack1.sprite
@@ -523,15 +523,6 @@
"number_of_frames" : 1,
"frame_time" : 1
},
-"ready" : {
- "texture" : "ready",
- "topx" : 0,
- "topy" : 0,
- "height" : 50,
- "width" : 100,
- "number_of_frames" : 1,
- "frame_time" : 1
-},
"red" : {
"texture" : "red",
"topx" : 0,
diff --git a/source/code/main.cpp b/source/code/main.cpp
index 29934ce..6f9fb8e 100644
--- a/source/code/main.cpp
+++ b/source/code/main.cpp
@@ -134,7 +134,7 @@ static int InitImages(sago::SagoSpriteHolder& holder) {
balls[5] = holder.GetSprite("ball_yellow");
balls[6] = holder.GetSprite("ball_gray");
cursor = holder.GetSprite("cursor");
- ready = holder.GetSprite("ready");
+ ready = holder.GetSprite("block_ready");
explosion[0] = holder.GetSprite("explosion0");
explosion[1] = holder.GetSprite("explosion1");
explosion[2] = holder.GetSprite("explosion2");