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@@ -7,6 +7,7 @@
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#define MAP WalrusRPG::Map
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MAP::Map(int width, int height, unsigned *layer0, unsigned *layer1)
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+ : tset(tiles, 192u, 24u, 24u, 24u), time_render(0)
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{
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this->width = width;
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this->height = height;
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@@ -25,9 +26,9 @@ void MAP::update(unsigned dt)
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// TODO update map's data according to elasped time
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}
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-void MAP::render(WalrusRPG::Camera &camera, unsigned dt) const
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+void MAP::render(WalrusRPG::Camera &camera, unsigned dt)
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{
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- UNUSED(dt);
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+ time_render += dt;
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// By Eiyeron : I assumed that the camera's position is the top left pixel.
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// Margins moves the rendered map if we go outside of the bounds (specially on the left or on the top).
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signed offset_x = camera.get_x() % 24 * -1;
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@@ -61,10 +62,10 @@ void MAP::render(WalrusRPG::Camera &camera, unsigned dt) const
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signed delta_y = end_y - start_y;
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// Creating a region clip. Why does it smell like SDL?
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- WalrusRPG::Graphics::Rect_t sprite;
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+ /*WalrusRPG::Graphics::Rect_t sprite;
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sprite.y = 0;
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sprite.w = 24;
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- sprite.h = 24;
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+ sprite.h = 24;*/
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// rendering part.
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for (signed j = 0; j < delta_y; j++)
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@@ -72,15 +73,14 @@ void MAP::render(WalrusRPG::Camera &camera, unsigned dt) const
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for (signed i = 0; i < delta_x; i++)
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{
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unsigned index = (start_x + i) + (start_y + j) * this->width;
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- sprite.x = this->layer0[index] * 24;
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- draw_sprite_sheet(tiles, offset_x + i * 24, offset_y + j * 24, &sprite);
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+ tset.render_tile(this->layer0[index], offset_x + i * 24, offset_y + j * 24, time_render);
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unsigned tile_over = this->layer1[index];
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// layer1 : Over-layer
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if (tile_over != 0)
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{
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- sprite.x = tile_over * 24;
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- draw_sprite_sheet(tiles, offset_x + i * 24, offset_y + j * 24, &sprite);
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+ //sprite.x = tile_over * 24;
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+ tset.render_tile(tile_over, offset_x + i * 24, offset_y + j * 24, time_render);
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}
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}
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}
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