} | } | ||||
void Body::outline(Win &win) { | void Body::outline(Win &win) { | ||||
win.setPos(pos_ * TILE_SIZE); | |||||
sf::RectangleShape rect(size_ * TILE_SIZE); | sf::RectangleShape rect(size_ * TILE_SIZE); | ||||
rect.setPosition(pos_ * TILE_SIZE); | |||||
rect.setFillColor(sf::Color::Transparent); | rect.setFillColor(sf::Color::Transparent); | ||||
rect.setOutlineColor(sf::Color(128, 128, 128)); | rect.setOutlineColor(sf::Color(128, 128, 128)); | ||||
rect.setOutlineThickness(2); | rect.setOutlineThickness(2); |
dirty_ = false; | dirty_ = false; | ||||
} | } | ||||
win.setPos(Vec2(pos_.x_ * CHUNK_WIDTH, pos_.y_ * CHUNK_HEIGHT)); | |||||
win.setPos(Vec2(pos_.x_ * CHUNK_WIDTH * TILE_SIZE, pos_.y_ * CHUNK_HEIGHT * TILE_SIZE)); | |||||
win.draw(sprite_); | win.draw(sprite_); | ||||
} | } | ||||
} | } | ||||
void WorldPlane::draw(Win &win) { | void WorldPlane::draw(Win &win) { | ||||
for (auto &p: chunks_) { | |||||
for (auto &p: chunks_) | |||||
p.second.draw(win); | p.second.draw(win); | ||||
for (auto &ent: entities_) | for (auto &ent: entities_) | ||||
ent->draw(win); | ent->draw(win); | ||||
} | |||||
} | } | ||||
void WorldPlane::update(float dt) { | void WorldPlane::update(float dt) { |