}
-void Map::Render(SDL_Surface *dest, const Vector<int> &inOffset) const {
+void Map::Render(
+ SDL_Surface *dest,
+ const Vector<int> &inOffset,
+ unsigned int frame) const {
// TODO: skip invisible areas
for (int i(0); i < numAreas; ++i) {
const Area &area(areas[i]);
Vector<int> offset(inOffset + Vector<int>::FromIndex(i, width) * area.Size() * tileset->Size());
- area.Render(dest, tileset, offset);
+ area.Render(dest, tileset, offset, frame);
}
}