llevat soport per a colors amb nom
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@@ -15,7 +15,7 @@
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#include "core/resources/resource_cache.hpp" // Para Resource::Cache
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#include "game/gameplay/room.hpp" // Para Room::Data
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#include "utils/defines.hpp" // Para Tile::SIZE, PlayArea
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#include "utils/utils.hpp" // Para stringToColor
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#include "utils/utils.hpp"
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// Constructor: construye todo el minimapa
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MiniMap::MiniMap(Uint8 bg_color, Uint8 conn_color)
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@@ -129,6 +129,7 @@ void MiniMap::layoutRooms() {
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for (const auto& [neighbor_name, dx, dy] : neighbors) {
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if (neighbor_name == "0" || neighbor_name.empty()) { continue; }
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if (visited.contains(neighbor_name)) { continue; }
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if (!room_map.contains(neighbor_name)) { continue; } // Room no existe en cache
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GridPos neighbor_pos = {.x = pos.x + dx, .y = pos.y + dy};
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auto nkey = std::make_pair(neighbor_pos.x, neighbor_pos.y);
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@@ -169,14 +170,19 @@ void MiniMap::buildRoomSurfaces() {
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// Genera la mini-surface de una room: 1 pixel por tile, color predominante
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auto MiniMap::getRoomMiniSurface(const std::string& room_name) -> std::shared_ptr<Surface> {
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auto room_data = Resource::Cache::get()->getRoom(room_name);
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std::shared_ptr<Room::Data> room_data;
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try {
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room_data = Resource::Cache::get()->getRoom(room_name);
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} catch (...) {
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return nullptr; // Room no existe en cache
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}
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if (!room_data) { return nullptr; }
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auto surface = std::make_shared<Surface>(ROOM_W, ROOM_H);
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auto prev = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(surface);
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surface->clear(stringToColor(room_data->bg_color));
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surface->clear(room_data->bg_color);
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const auto& tile_map = room_data->tile_map;
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for (int y = 0; y < ROOM_H; ++y) {
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@@ -318,7 +324,7 @@ void MiniMap::render(const std::string& current_room) {
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auto cur_h = static_cast<float>(CELL_H + 2);
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if (cur_x >= 0 && cur_y >= 0 && cur_x + cur_w <= PlayArea::WIDTH && cur_y + cur_h <= PlayArea::HEIGHT) {
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SDL_FRect highlight = {.x = cur_x, .y = cur_y, .w = cur_w, .h = cur_h};
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game_surface->drawRectBorder(&highlight, stringToColor("bright_white"));
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game_surface->drawRectBorder(&highlight, 15);
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}
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}
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}
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