#include "ebisp/builtins.h"
#include "ebisp/interpreter.h"
#include "game/level/boxes.h"
-#include "game/level/level_editor/layer.h"
+#include "game/level/level_editor/rect_layer.h"
#include "game/level/player.h"
#include "game/level/rigid_bodies.h"
#include "math/rand.h"
Dynarray *body_colors;
};
-Boxes *create_boxes_from_layer(const Layer *layer, RigidBodies *rigid_bodies)
+Boxes *create_boxes_from_rect_layer(const RectLayer *layer, RigidBodies *rigid_bodies)
{
trace_assert(layer);
trace_assert(rigid_bodies);
Lt *lt = create_lt();
- if (lt == NULL) {
- return NULL;
- }
Boxes *boxes = PUSH_LT(lt, nth_calloc(1, sizeof(Boxes)), free);
if (boxes == NULL) {
RETURN_LT(lt, NULL);
}
- const size_t count = layer_count(layer);
- Rect const *rects = layer_rects(layer);
- Color const *colors = layer_colors(layer);
+ const size_t count = rect_layer_count(layer);
+ Rect const *rects = rect_layer_rects(layer);
+ Color const *colors = rect_layer_colors(layer);
for (size_t i = 0; i < count; ++i) {
RigidBodyId body_id = rigid_bodies_add(rigid_bodies, rects[i]);