forked from jaildesigner-jailgames/jaildoctors_dilemma
Mil arreglos de paletes, gifs i colors transparents
El gif del jugador de game over estava mal
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@@ -487,28 +487,15 @@ void Room::fillMapTexture()
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// Tiled pone los tiles vacios del mapa como cero y empieza a contar de 1 a n.
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// Al cargar el mapa en memoria, se resta uno, por tanto los tiles vacios son -1
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// Tampoco hay que dibujar los tiles animados que estan en la fila 19 (indices)
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const int index = (y * MAP_WIDTH_) + x;
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const bool a = (tile_map_[index] >= 18 * tile_set_width_) && (tile_map_[index] < 19 * tile_set_width_);
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const bool b = tile_map_[index] > -1;
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const int INDEX = (y * MAP_WIDTH_) + x;
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const bool A = (tile_map_[INDEX] >= 18 * tile_set_width_) && (tile_map_[INDEX] < 19 * tile_set_width_);
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const bool B = tile_map_[INDEX] > -1;
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if (b && !a)
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if (B && !A)
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{
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clip.x = (tile_map_[index] % tile_set_width_) * TILE_SIZE_;
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clip.y = (tile_map_[index] / tile_set_width_) * TILE_SIZE_;
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clip.x = (tile_map_[INDEX] % tile_set_width_) * TILE_SIZE_;
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clip.y = (tile_map_[INDEX] / tile_set_width_) * TILE_SIZE_;
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surface_->render(x * TILE_SIZE_, y * TILE_SIZE_, &clip);
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#ifdef DEBUG
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/*if (Debug::get()->getEnabled())
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{
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if (clip.x != -TILE_SIZE_)
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{
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clip.x = x * TILE_SIZE_;
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clip.y = y * TILE_SIZE_;
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 64, 64, 64, 224);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &clip);
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}
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}*/
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#endif
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}
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}
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