예제 #1
0
/**
 * \brief Draws the entities on the map surface.
 */
void MapEntities::draw() {

  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 drawn later)
    for (unsigned int i = 0; i < tiles_in_animated_regions[layer].size(); i++) {
      tiles_in_animated_regions[layer][i]->draw_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]->draw_region(
        map.get_camera_position(), map.get_visible_surface());

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

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

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

      MapEntity* entity = *i;
      if (entity->is_enabled()) {
        entity->draw_on_map();
      }
    }
  }
}
예제 #2
0
/**
 * \brief Tests whether a rectangle overlaps an obstacle dynamic entity.
 * \param layer The layer.
 * \param collision_box The rectangle to check.
 * \param entity_to_check The entity to check (used to decide what is
 * considered as obstacle).
 * \return \c true if there is an obstacle entity at this point.
 */
bool Map::test_collision_with_entities(
    Layer layer,
    const Rectangle& collision_box,
    const MapEntity& entity_to_check) const {

  const std::list<MapEntity*>& obstacle_entities =
      entities->get_obstacle_entities(layer);
  const std::list<MapEntity*>::const_iterator end =
      obstacle_entities.end();

  std::list<MapEntity*>::const_iterator it;
  for (it = obstacle_entities.begin(); it != end; ++it) {

    MapEntity* entity = *it;
    if (entity->overlaps(collision_box)
        && entity->is_obstacle_for(entity_to_check)
        && entity->is_enabled()
        && entity != &entity_to_check)
      return true;
  }

  return false;
}