return std::string(&lpa[0]);
}
- GameSurfaceSDL::GameSurfaceSDL(void)
- {
- }
-
GameSurfaceSDL::GameSurfaceSDL(GameWorld *gameWorld) : GameSurface(gameWorld)
{
if(SDL_Init(SDL_INIT_VIDEO) < 0) return;
if(px < floorPtr->GetWidth() && py < floorPtr->GetHeight())
{
TAG tag = floorPtr->GetSquare(px, py)->getFeatureTag();
- //Color symColor = floorPtr->GetGameWorld()->GetFeature(tag)->GetSymColor();
- //Color backColor = floorPtr->GetGameWorld()->GetFeature(tag)->GetBackColor();
- Color symColor = {100, 100, 100};
- Color backColor = {0, 0, 0};
+ Color symColor = gameWorld->GetFeature(tag)->GetSymColor();
+ Color backColor = gameWorld->GetFeature(tag)->GetBackColor();
SDL_Color sdlSymCol = {(Uint8)symColor.r, (Uint8)symColor.g, (Uint8)symColor.b, (Uint8)symColor.a};
SDL_Rect blitRect = {240 + px * 24, py * 24 , 24, 24};
SDL_FillRect(windowSurface, &blitRect, SDL_MapRGBA(windowSurface->format, (Uint8)backColor.r, (Uint8)backColor.g, (Uint8)backColor.b, (Uint8)backColor.a));
- //sprintf_s(symBuf, 5, "%c", floorPtr->GetGameWorld()->GetFeature(tag)->GetSymbol());
+ sprintf_s(symBuf, 5, "%c", gameWorld->GetFeature(tag)->GetSymbol());
sprintf_s(symBuf, 5, "%c", 'X');
symbolSurface = TTF_RenderUTF8_Blended(font, toUTF8(symBuf).c_str(), sdlSymCol);