SDL_FreeSurface(symbolSurface);
floorTextures.insert(std::map<TAG, SDL_Texture*>::value_type(floorIt->first, SDL_CreateTextureFromSurface(renderer, surface)));
- }
+ }
SDL_GetWindowSurface(this->window);
this->windowSurface = SDL_GetWindowSurface(this->window);
SDL_Rect symbolRect = {0, 0, squareGraphicWidth, squareGraphicHeight};
CREATURE_IT creatureIt;
Creature *subJectCreaturePtr = subjectCreatureIt->second.get();
-
+
MAP_LENGTH fx = this->focusPoint.GetX();
MAP_LENGTH fy = this->focusPoint.GetY();
{
SDL_Rect blitRect = {(px - x) * squareGraphicWidth - sx, (py - y) * squareGraphicHeight - sy, squareGraphicWidth, squareGraphicHeight};
+ /*
SDL_Rect checkRect1 = {(px - x) * squareGraphicWidth - sx - 2 + 12, 30 + (py - y) * squareGraphicHeight - 2 - sy + 12, 4, 4};
SDL_Rect checkRect2 = {(px - x) * squareGraphicWidth - sx - 2, 30 + (py - y) * squareGraphicHeight - 2 - sy , 4, 4};
SDL_Rect checkRect3 = {(px - x) * squareGraphicWidth - sx - 6 + 12, 30 + (py - y) * squareGraphicHeight - 1 - sy , 12, 2};
SDL_Rect checkRect4 = {(px - x) * squareGraphicWidth - sx - 1, 30 + (py - y) * squareGraphicHeight - 6 + 12 - sy , 2, 12};
+ */
if(subJectCreaturePtr->InSight(px, py))
{
SDL_SetRenderDrawColor(this->renderer, 255, 255, 255, 255);
else
SDL_SetRenderDrawColor(this->renderer, 255, 0, 0, 255);
- */
SDL_RenderFillRect(this->renderer, &checkRect1);
if(fieldPtr->GetSightPass(px * 2, py * 2))
SDL_FillRect(windowSurface, &checkRect4, SDL_MapRGBA(windowSurface->format, 255, 255, 255, 255));
else
SDL_FillRect(windowSurface, &checkRect4, SDL_MapRGBA(windowSurface->format, 255, 0, 0, 255));
+ */
+
}
}
}
{
SDL_Rect messageRect = {0, 0, 200, 200};
SDL_Rect messagePositon = {220, 180, 420, 380};
- //SDL_Rect windowRect = {210, 170, 420, 220};
- //SDL_FillRect(windowSurface, &windowRect, SDL_MapRGBA(systemMessageSurface->format, 0, 0, 0, 120));
SDL_RenderCopy(renderer, systemMessageTexture, &messageRect, &messagePositon);
}