Now entities are drawn after the map so that there's no holes.

This commit is contained in:
Zed A. Shaw 2025-07-12 14:46:42 -04:00
parent 72ecca8c82
commit 0d1eacdc5c
4 changed files with 23 additions and 14 deletions

View file

@ -19,7 +19,7 @@ namespace System {
void init_positions(World &world, SpatialMap &collider);
void device(World &world, Entity actor, Entity item);
void plan_motion(World& world, Position move_to);
void draw_map(GameLevel& level, Matrix& grid, int compass_dir);
void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map, int compass_dir);
Entity spawn_item(World& world, const string& name);
bool drop_item(GameLevel& level, Entity item);