Example #1
0
void
Sector::draw(DrawingContext& context)
{
  context.set_ambient_color( ambient_light );
  context.push_transform();
  context.set_translation(camera->get_translation());

  for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
    GameObjectPtr& object = *i;
    if(!object->is_valid())
      continue;

    if (draw_solids_only)
    {
      TileMap* tm = dynamic_cast<TileMap*>(object.get());
      if (tm && !tm->is_solid())
        continue;
    }

    object->draw(context);
  }

  if(show_collrects) {
    Color color(1.0f, 0.0f, 0.0f, 0.75f);
    for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
      MovingObject* object = *i;
      const Rectf& rect = object->get_bbox();

      context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
    }
  }

  context.pop_transform();
}