#include "Tile.h"
#include "../graphics/Sprite.h"
+#include "../sdl/utility.h"
+
+#include <stdexcept>
using geometry::Vector;
}
+
+const Tile *Area::TileAt(const geometry::Vector<int> &offset) const {
+ int tileIndex(offset.Y() * width + offset.X());
+ if (tileIndex < numTiles) {
+ return tiles +tileIndex;
+ } else {
+ return 0;
+ }
+}
+
+
void Area::Render(SDL_Surface *dest, const graphics::Sprite *tileset, const Vector<int> &inOffset) const {
for (int i(0); i < numTiles; ++i) {
Vector<int> offset(
}
}
+void Area::RenderDebug(SDL_Surface *dest, const graphics::Sprite *tileset, const Vector<int> &inOffset) const {
+ SDL_Rect destRect;
+ destRect.x = inOffset.X();
+ destRect.y = inOffset.Y();
+ destRect.w = Width() * tileset->Width();
+ destRect.h = Height() * tileset->Height();
+ sdl::OutlineRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0x00, 0xFF));
+
+ Uint32 color(SDL_MapRGB(dest->format, 0xFF, 0x00, 0x00));
+
+ for (int i(0); i < numTiles; ++i) {
+ Vector<int> offset(
+ inOffset.X() + (i % width) * tileset->Width(),
+ inOffset.Y() + (i / width) * tileset->Height());
+ const Tile &tile(tiles[i]);
+
+ if (tile.BlocksNorth()) {
+ sdl::HorizontalLine(dest, offset, tileset->Width(), color);
+ }
+ if (tile.BlocksEast()) {
+ sdl::VerticalLine(dest, Vector<int>(offset.X() + tileset->Width() - 1, offset.Y()), tileset->Height(), color);
+ }
+ if (tile.BlocksSouth()) {
+ sdl::HorizontalLine(dest, Vector<int>(offset.X(), offset.Y() + tileset->Height() - 1), tileset->Width(), color);
+ }
+ if (tile.BlocksWest()) {
+ sdl::VerticalLine(dest, offset, tileset->Height(), color);
+ }
+ }
+}
+
}