- Vector<int> tileOffset(offset.X() / tileset->Width(), offset.Y() / tileset->Height());
- Vector<int> areaOffset(tileOffset.X() / areas[0].Width(), tileOffset.Y() / areas[0].Height());
- int areaIndex(areaOffset.Y() * width + areaOffset.X());
+ Vector<int> coords(TileCoordinates(offset));
+ Vector<int> areaOffset(coords / areas[0].Size());
+ int areaIndex(areaOffset.Index(width));
return area.TileAt(tileOffset);
}
Trigger *Map::TriggerAt(const geometry::Vector<int> &offset) {
// TODO: add support for multiple triggers on a tile?
return area.TileAt(tileOffset);
}
Trigger *Map::TriggerAt(const geometry::Vector<int> &offset) {
// TODO: add support for multiple triggers on a tile?
void Map::Render(SDL_Surface *dest, const Vector<int> &inOffset) const {
// TODO: skip invisible areas
for (int i(0); i < numAreas; ++i) {
const Area &area(areas[i]);
void Map::Render(SDL_Surface *dest, const Vector<int> &inOffset) const {
// TODO: skip invisible areas
for (int i(0); i < numAreas; ++i) {
const Area &area(areas[i]);
- Vector<int> offset(
- inOffset.X() + (i % width) * area.Width() * tileset->Width(),
- inOffset.Y() + (i / width) * area.Height() * tileset->Height());
+ Vector<int> offset(inOffset + Vector<int>::FromIndex(i, width) * area.Size() * tileset->Size());