X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=350a1f48f8be2813585fef2fbc8233b5f4f06000;hb=717bf62b6986c7eae2efa4d273b3b6d83d939297;hp=62e480267ca092f31a178f2ffe2274f8792fc229;hpb=d7befe3a14be8f01d6d7288a6970358a4749368d;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 62e4802..350a1f4 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -27,7 +27,8 @@ MapState::MapState(Map *map) , camera(100, 100, &tempTarget) , walkingSpeed(64) , nextDirection(-1) -, afterLock(false) { +, afterLock(false) +, debug(false) { } @@ -67,6 +68,10 @@ void MapState::HandleEvents(const Input &input) { } else { nextDirection = -1; } + + if (input.JustPressed(Input::DEBUG_1)) { + debug = !debug; + } } void MapState::UpdateWorld(float deltaT) { @@ -196,15 +201,20 @@ void MapState::LockEntities() { void MapState::CheckMonster() { Vector coords(map->TileCoordinates(controlled->Position())); Vector neighbor[4]; - neighbor[0] = Vector(coords.X() - 1, coords.Y()); // W - neighbor[1] = Vector(coords.X(), coords.Y() + 1); // S - neighbor[2] = Vector(coords.X() + 1, coords.Y()); // E - neighbor[3] = Vector(coords.X(), coords.Y() - 1); // N + neighbor[0] = Vector(coords.X(), coords.Y() - 1); // N + neighbor[1] = Vector(coords.X() + 1, coords.Y()); // E + neighbor[2] = Vector(coords.X(), coords.Y() + 1); // S + neighbor[3] = Vector(coords.X() - 1, coords.Y()); // W for (int i(0); i < 4; ++i) { for (std::vector::iterator e(entities.begin()), end(entities.end()); e != end; ++e) { if ((*e)->Hostile() && map->TileCoordinates((*e)->Position()) == neighbor[i]) { - // remove entity, push battle state and transition and halt all other activity + // TODO: check for turn advantage, see #26 + // TODO: remove entity, push battle state and transition and halt all other activity + // needed information here: + // - battle background (from tile?) + // - monsters + layout (from entity) + // - battle resources (from global resources) } } } @@ -273,6 +283,10 @@ void MapState::Render(SDL_Surface *screen) { Vector offset(camera.CalculateOffset()); map->Render(screen, offset); + if (debug) { + map->RenderDebug(screen, offset); + } + std::sort(entities.begin(), entities.end(), ZCompare); for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { (*i)->Render(screen, offset);