, camera(100, 100, &tempTarget)
, walkingSpeed(64)
, nextDirection(-1)
-, afterLock(false) {
+, afterLock(false)
+, debug(false) {
}
} else {
nextDirection = -1;
}
+
+ if (input.JustPressed(Input::DEBUG_1)) {
+ debug = !debug;
+ }
}
void MapState::UpdateWorld(float deltaT) {
Vector<int> offset(camera.CalculateOffset());
map->Render(screen, offset);
+ if (debug) {
+ map->RenderDebug(screen, offset);
+ }
+
std::sort(entities.begin(), entities.end(), ZCompare);
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
(*i)->Render(screen, offset);