this->SightPass.resize((this->width * 2 + 1) * (this->height * 2 + 1));
this->PhysicalPass.resize((this->width * 2 + 1) * (this->height * 2 + 1));
+ for(x = 0; x < this->height * this->width; x++)
+ {
+ this->SightPass[x] = true;
+ this->PhysicalPass[x] = true;
+ }
+
for(y = 1; y < this->height * 2 + 1; y += 2)
{
for(x = 1; x < this->width * 2 + 1; x += 2)
}
}
- /*
+ /*
for(y = 0; y < this->height * 2 + 1; y += 2)
{
for(x = 1; x < this->width * 2 + 1; x += 2)
{
SDL_Rect checkRect1 = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth - 2 + 12, 30 + (py - y) * squareGraphicHeight - 2 + 12, 4, 4};
SDL_Rect checkRect2 = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth - 2, 30 + (py - y) * squareGraphicHeight - 2, 4, 4};
- SDL_Rect checkRect3 = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth - 2, 30 + (py - y) * squareGraphicHeight - 2 + 12, 4, 4};
- SDL_Rect checkRect4 = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth - 2 + 12, 30 + (py - y) * squareGraphicHeight - 2, 4, 4};
+ SDL_Rect checkRect3 = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth - 6 + 12, 30 + (py - y) * squareGraphicHeight - 1, 12, 2};
+ SDL_Rect checkRect4 = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth - 1, 30 + (py - y) * squareGraphicHeight - 6 + 12, 2, 12};
SDL_Rect blitRect = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth, 30 + (py - y) * squareGraphicHeight , squareGraphicWidth, squareGraphicHeight};
if(subJectCreaturePtr->GetLore()->GetFieldLore(0, px, py) > 0)
{
else
SDL_FillRect(windowSurface, &checkRect2, SDL_MapRGBA(windowSurface->format, 255, 0, 0, 255));
- /*
- if(fieldPtr->GetSightPass(px * 2, py * 2 + 1))
+ if(fieldPtr->GetSightPass(px * 2 + 1, py * 2))
SDL_FillRect(windowSurface, &checkRect3, SDL_MapRGBA(windowSurface->format, 255, 255, 255, 255));
else
SDL_FillRect(windowSurface, &checkRect3, SDL_MapRGBA(windowSurface->format, 255, 0, 0, 255));
+
if(fieldPtr->GetSightPass(px * 2 + 1, py * 2))
SDL_FillRect(windowSurface, &checkRect4, SDL_MapRGBA(windowSurface->format, 255, 255, 255, 255));
else
SDL_FillRect(windowSurface, &checkRect4, SDL_MapRGBA(windowSurface->format, 255, 0, 0, 255));
- */
}
}