adding cubes in inventory map ifuncorrect name

This commit is contained in:
maka70vv 2025-03-02 22:43:07 +06:00
parent 4f2741765b
commit c39eac4241

View File

@ -10,6 +10,9 @@ namespace ZL {
const float GameObjectManager::INVENTORY_ICON_SIZE = 44.0f;
const float GameObjectManager::INVENTORY_MARGIN = 20.0f;
const float GameObjectManager::SELECTED_CUBE_ICON_SIZE = 44.0f;
const float GameObjectManager::SELECTED_CUBE_MARGIN = 20.0f;
void GameObjectManager::initializeLoadingScreen()
{
loadingScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./loading.bmp"));
@ -216,19 +219,25 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
if (item->name == "cube_T"){
bearName += "T";
selectedCubes.push_back(*item);
gInventoryMap.erase(item->name);
}
else if (item->name == "cube_O"){
bearName += "O";
selectedCubes.push_back(*item);
gInventoryMap.erase(item->name);
}
else if (item->name == "cube_M"){
bearName += "M";
selectedCubes.push_back(*item);
gInventoryMap.erase(item->name);
}
}
}
else if (bearName.length() >= 3 && !(bearName.compare("TOM") == 0)) {
bearName = "";
for (const auto& cube : selectedCubes) {
gInventoryMap[cube.name] = cube;
}
selectedCubes.clear();
}