#include "Sprite.h"
+using geometry::Point;
+
namespace graphics {
-void Sprite::Draw(SDL_Surface *dest, int x, int y, int col, int row) const {
+void Sprite::Draw(SDL_Surface *dest, const Point<int> &position, int col, int row) const {
SDL_Rect srcRect, destRect;
- srcRect.x = col * Width();
- srcRect.y = row * Height();
+ srcRect.x = xOffset + col * Width();
+ srcRect.y = yOffset + row * Height();
srcRect.w = Width();
srcRect.h = Height();
- destRect.x = x;
- destRect.y = y;
- destRect.w = Width();
- destRect.h = Height();
- SDL_BlitSurface(surface, &srcRect, dest, &destRect);
+ destRect.x = position.X();
+ destRect.y = position.Y();
+ if (surface) {
+ SDL_BlitSurface(surface, &srcRect, dest, &destRect);
+ } else {
+ destRect.w = Width();
+ destRect.h = Height();
+ bool red(true);
+ while (destRect.w > 1 && destRect.h > 1) {
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, red ? 0xFF : 0, 0, 0));
+ ++destRect.x;
+ ++destRect.y;
+ destRect.w -= 2;
+ destRect.h -= 2;
+ red = !red;
+ }
+ }
}
}