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 = floorPtr->GetGameWorld()->GetFeature(tag)->GetSymColor();
+ //Color backColor = floorPtr->GetGameWorld()->GetFeature(tag)->GetBackColor();
+ Color symColor = {100, 100, 100};
+ Color backColor = {0, 0, 0};
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", floorPtr->GetGameWorld()->GetFeature(tag)->GetSymbol());
+ sprintf_s(symBuf, 5, "%c", 'X');
symbolSurface = TTF_RenderUTF8_Blended(font, toUTF8(symBuf).c_str(), sdlSymCol);
blitRect.x += (24 - symbolSurface->w) / 2;