Refactored out the tilemap since it was mostly doing nothing useful.

This commit is contained in:
Zed A. Shaw 2025-05-25 11:39:43 -04:00
parent ea9f6bf383
commit 3a745d492a
15 changed files with 40 additions and 187 deletions

View file

@ -390,6 +390,7 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
auto player_pos = world.get<Position>(level.player).location;
Point cam_orig = map.center_camera(player_pos, view_x, view_y);
auto &tiles = map.tiles();
(void)tiles;
// make a grid of chars to work with
auto grid = shiterator::make<wchar_t>(view_x+1, view_y+1);
@ -398,12 +399,11 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
for(shiterator::each_cell_t it{grid}; it.next();) {
size_t tile_y = size_t(it.y) + cam_orig.y;
size_t tile_x = size_t(it.x) + cam_orig.x;
(void)tile_y;
(void)tile_x;
if(tile_x < tiles.$width && tile_y < tiles.$height) {
grid[it.y][it.x] = tiles.at(tile_x, tile_y).display;
} else {
grid[it.y][it.x] = ' ';
}
// FIX ME
grid[it.y][it.x] = 'F';
}