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- #include "StateMap.h"
- #include "Graphics.h"
- #include "render/Text.h"
- #include "piaf/Archive.h"
- using WalrusRPG::States::StateMap;
- using namespace WalrusRPG;
- using namespace WalrusRPG::Graphics;
- using WalrusRPG::Utils::Rect;
- using WalrusRPG::PIAF::Archive;
- using WalrusRPG::PIAF::File;
- using WalrusRPG::Graphics::Texture;
- using WalrusRPG::Graphics::Font;
- namespace
- {
- void print_debug_camera_data(const Camera &camera, const Font &fnt)
- {
- fnt.draw_format(240, 1, Black, "CAM : X : %d Y: %d", camera.get_x(),
- camera.get_y());
- fnt.draw_format(240, 0, "CAM : X : %d Y: %d", camera.get_x(), camera.get_y());
- }
- void print_debug_map_data(const Map &map, const Font &fnt)
- {
- fnt.draw_format(240, 9, Black, "MAP : W: %d, H:%d", map.get_width(),
- map.get_height());
- fnt.draw_format(240, 8, "MAP : W: %d, H:%d", map.get_width(), map.get_height());
- }
- }
- // TODO : We definitely need a Resource Manager
- StateMap::StateMap(int x, int y, Map &map)
- : camera(x, y), map(map), data("data/out.wrf"), tex_haeccity(data.get("t_haeccity")),
- txt(tex_haeccity, data.get("f_haeccity"))
- {
- }
- void StateMap::update(unsigned dt)
- {
- camera.update(dt);
- }
- void StateMap::render(unsigned dt)
- {
- // fill(Black);
- map.render(camera, dt);
- print_debug_camera_data(camera, txt);
- print_debug_map_data(map, txt);
- }
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