/// Maps are made up of uniform areas of tiles.
/// The looks of a tile is defined by the Tileset() sprite with Tile::Offset()
/// as the column and row in the sprite.
-/// Maps can be propulated with triggers and entities. Those are or use with
-/// MapState and are not handled by the map itself.
+/// Maps can be propulated with triggers and entities. Those are for use with
+/// a MapState and are not handled by the map itself.
/// Positions are expressed either as pixel or tile coordinates depending on
/// function purpose with (0|0) being the top left corner and positive values
/// extending to the right and down respectively.
/// The battle background image for this map if neither the tile nor the
/// area has one specified.
SDL_Surface *BattleBackgroundAt(const math::Vector<int> &);
- /// Convert coordinates pixel to tile.
+ /// Convert coordinates from pixel to tile.
math::Vector<int> TileCoordinates(const math::Vector<int> &) const;
+ /// Convert coordinates from tile to pixel.
+ math::Vector<int> PixelCoordinates(const math::Vector<int> &) const;
Entity *EntitiesBegin() { return entities; }
Entity *EntitiesEnd() { return entities + numEntities; }
/// Render the map.
/// Entities are not rendered by this function.
- void Render(SDL_Surface *dest, const math::Vector<int> &offset) const;
+ void Render(
+ SDL_Surface *dest,
+ const math::Vector<int> &offset,
+ unsigned int frame) const;
/// Render a debugging overlay that includes collision and trigger
/// information.
void RenderDebug(SDL_Surface *dest, const math::Vector<int> &offset) const;