Correctly render all four objects for every cell in a map

This commit is contained in:
2018-03-25 00:36:23 +00:00
parent c8238f1853
commit 6a90bb16cf
3 changed files with 27 additions and 4 deletions

View File

@@ -163,8 +163,10 @@ func (s *state) present(pWin *pixelgl.Window) {
cell := gameMap.Cells.At(x, y, z)
surfaceSprite, _ := s.env.getSprite(s.env.set.SurfacePalette, cell.Surface)
centerSprite, _ := s.env.getSprite(s.env.set.CenterPalette, cell.Center)
surfaceSprite, _ := s.env.getSprite(s.env.set.Palette, cell.Surface)
centerSprite, _ := s.env.getSprite(s.env.set.Palette, cell.Center)
leftSprite, _ := s.env.getSprite(s.env.set.Palette, cell.Left)
rightSprite, _ := s.env.getSprite(s.env.set.Palette, cell.Right)
fX := float64(x)
fY := float64(y)
@@ -185,6 +187,14 @@ func (s *state) present(pWin *pixelgl.Window) {
if centerSprite != nil {
centerSprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
}
if leftSprite != nil {
leftSprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
}
if rightSprite != nil {
rightSprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
}
}
}
}