Vector<int> offset(inOffset + Vector<int>::FromIndex(i, width) * area.Size() * tileset->Size());
area.RenderDebug(dest, tileset, offset);
}
+ for (int i(0); i < numTriggers; ++i) {
+ Vector<int> offset((triggers[i].TilePosition() * tileset->Size()) + inOffset);
+ SDL_Rect destRect;
+ destRect.x = offset.X() + (tileset->Width() / 4);
+ destRect.y = offset.Y() + (tileset->Height() / 4);
+ destRect.w = tileset->Width() / 2;
+ destRect.h = tileset->Height() / 2;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ }
}
}