예제 #1
0
파일: MapEntities.cpp 프로젝트: ziz/solarus
/**
 * @brief Displays the entities on the map surface.
 */
void MapEntities::display() {

  for (int layer = 0; layer < LAYER_NB; layer++) {

    // draw the animated tiles and the tiles that overlap them:
    // in other words, draw all regions containing animated tiles
    // (and maybe more, but we don't care because non-animated tiles
    // will be displayed later)
    for (unsigned int i = 0; i < tiles_in_animated_regions[layer].size(); i++) {
      tiles_in_animated_regions[layer][i]->display_on_map();
    }

    // draw the non-animated tiles (with transparent rectangles on the regions of animated tiles
    // since they are already drawn)
    non_animated_tiles_surfaces[layer]->blit(map.get_camera_position(), map.get_visible_surface());

    // draw the first sprites
    list<MapEntity*>::iterator i;
    for (i = entities_displayed_first[layer].begin();
	 i != entities_displayed_first[layer].end();
	 i++) {

      MapEntity *entity = *i;
      if (entity->is_enabled()) {
        entity->display_on_map();
      }
    }

    // draw the sprites displayed at the hero's level, in the order
    // defined by their y position (including the hero)
    for (i = entities_displayed_y_order[layer].begin();
	  i != entities_displayed_y_order[layer].end();
	  i++) {

      MapEntity *entity = *i;
      if (entity->is_enabled()) {
        entity->display_on_map();
      }
    }
  }
}
예제 #2
0
void MapEntities::display() {
	tile_surfaces->display_region(map.get_camera_position(), map.get_visible_surface());

	std::list<MapEntity*>::iterator it;
	for(it = all_entities.begin(); it != all_entities.end(); it++) {
		MapEntity* entity = *it;
		if(!(entity)->is_removing()) {
			entity->display_on_map();
		}
	}
	this->hero.display_on_map();
}