}
void Area::RenderDebug(SDL_Surface *dest, const graphics::Sprite *tileset, const Vector<int> &inOffset) const {
+ SDL_Rect destRect;
+ destRect.x = inOffset.X();
+ destRect.y = inOffset.Y();
+ destRect.w = Width() * tileset->Width();
+ destRect.h = 1;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0x00, 0xFF));
+ destRect.y += Height() * tileset->Height() - 1;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0x00, 0xFF));
+ destRect.y = inOffset.Y();
+ destRect.w = 1;
+ destRect.h = Height() * tileset->Height();
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0x00, 0xFF));
+ destRect.x += Width() * tileset->Width() - 1;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0x00, 0xFF));
+
for (int i(0); i < numTiles; ++i) {
Vector<int> offset(
inOffset.X() + (i % width) * tileset->Width(),
const Tile &tile(tiles[i]);
if (tile.BlocksNorth()) {
- SDL_Rect destRect;
destRect.x = offset.X();
destRect.y = offset.Y();
destRect.w = tileset->Width();
}
if (tile.BlocksEast()) {
- SDL_Rect destRect;
destRect.x = offset.X() + tileset->Width() - 1;
destRect.y = offset.Y();
destRect.w = 1;
}
if (tile.BlocksSouth()) {
- SDL_Rect destRect;
destRect.x = offset.X();
destRect.y = offset.Y() + tileset->Height() - 1;
destRect.w = tileset->Width();
}
if (tile.BlocksWest()) {
- SDL_Rect destRect;
destRect.x = offset.X();
destRect.y = offset.Y();
destRect.w = 1;