Actually use renderpass2 (#485)

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Ziemas 2020-06-29 06:30:27 +02:00 committed by GitHub
parent 255ffc75da
commit 9f7f1ae072
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 5 additions and 4 deletions

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@ -68,6 +68,7 @@ func (mr *MapRenderer) Render(target d2render.Surface) {
endY := int(math.Min(float64(mapSize.Height), math.Ceil(etyf)))
mr.renderPass1(target, startX, startY, endX, endY)
mr.renderPass2(target, startX, startY, endX, endY)
if mr.debugVisLevel > 0 {
mr.renderDebug(mr.debugVisLevel, target, startX, startY, endX, endY)
}
@ -116,10 +117,10 @@ func (mr *MapRenderer) renderPass2(target d2render.Surface, startX, startY, endX
// TODO: Do not loop over every entity every frame
for _, mapEntity := range *mr.mapEngine.Entities() {
entityX, entityY := mapEntity.GetPosition()
if (int(entityX) != tileX) || (int(entityY) != tileY) {
if mapEntity.GetLayer() != 1 {
continue
}
if mapEntity.GetLayer() != 1 {
if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
target.PushTranslation(mr.viewport.GetTranslationScreen())
@ -142,10 +143,10 @@ func (mr *MapRenderer) renderPass3(target d2render.Surface, startX, startY, endX
// TODO: Do not loop over every entity every frame
for _, mapEntity := range *mr.mapEngine.Entities() {
entityX, entityY := mapEntity.GetPosition()
if (int(entityX) != tileX) || (int(entityY) != tileY) {
if mapEntity.GetLayer() == 1 {
continue
}
if mapEntity.GetLayer() == 1 {
if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
target.PushTranslation(mr.viewport.GetTranslationScreen())