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(); }