#include "Area.h"
#include "Tile.h"
#include "../graphics/Sprite.h"
#include "../loader/TypeDescription.h"
#include "../loader/Interpreter.h"
#include "Area.h"
#include "Tile.h"
#include "../graphics/Sprite.h"
#include "../loader/TypeDescription.h"
#include "../loader/Interpreter.h"
using loader::FieldDescription;
using loader::Interpreter;
using loader::TypeDescription;
using loader::FieldDescription;
using loader::Interpreter;
using loader::TypeDescription;
-void Area::Render(SDL_Surface *dest, const graphics::Sprite *tileset, const Vector<int> &inOffset) const {
+void Area::Render(
+ SDL_Surface *dest,
+ const graphics::Sprite *tileset,
+ const Vector<int> &inOffset,
+ unsigned int frame) const {
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]);
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]);
- tileset->Draw(dest, offset, tile.Offset().X(), tile.Offset().Y());
+ tileset->Draw(dest, offset,
+ tile.Offset().X(),
+ tile.Offset().Y() + (frame % tile.NumFrames()));
if (tile.BlocksWest()) {
sdl::VerticalLine(dest, offset, tileset->Height(), color);
}
if (tile.BlocksWest()) {
sdl::VerticalLine(dest, offset, tileset->Height(), color);
}
td.SetSize(sizeof(Area));
td.AddField("battlebg", FieldDescription(((char *)&a.battlebg) - ((char *)&a), Interpreter::IMAGE_ID).SetReferenced());
td.SetSize(sizeof(Area));
td.AddField("battlebg", FieldDescription(((char *)&a.battlebg) - ((char *)&a), Interpreter::IMAGE_ID).SetReferenced());
- td.AddField("tiles", FieldDescription(((char *)&a.tiles) - ((char *)&a), Tile::TYPE_ID).SetReferenced().SetAggregate());
+ td.AddField("tiles", FieldDescription(((char *)&a.tiles) - ((char *)&a), Tile::TYPE_ID).SetAggregate());