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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-22 22:46:44 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-22 22:46:44 -0500 |
commit | 3ecf5bbc1c81908bfd3355999a37e8e96e15b8b5 (patch) | |
tree | 3cb83a80a1f315fb8bc3a918782be2f02d2799ce /src/renderer.h | |
parent | 5e8522258412d05994cc5efa678a1d713cdae718 (diff) | |
download | tanetane-3ecf5bbc1c81908bfd3355999a37e8e96e15b8b5.tar.gz tanetane-3ecf5bbc1c81908bfd3355999a37e8e96e15b8b5.tar.bz2 tanetane-3ecf5bbc1c81908bfd3355999a37e8e96e15b8b5.zip |
Generalized upper/lower layer map rendering
Map layers can have a flag on them that specifies that they should be rendered as part of the upper set (rendered above the normal sprite layer but below the above sprite layer). Also added map connections between hallucination_interior and hallucination_cliff. And named the layers in the map files bc why not.
Diffstat (limited to 'src/renderer.h')
-rw-r--r-- | src/renderer.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/renderer.h b/src/renderer.h index 489a7ec..4c6ccc4 100644 --- a/src/renderer.h +++ b/src/renderer.h | |||
@@ -138,13 +138,13 @@ private: | |||
138 | void renderSprite(const Sprite& sprite); | 138 | void renderSprite(const Sprite& sprite); |
139 | 139 | ||
140 | // Map rendering | 140 | // Map rendering |
141 | texture_ptr renderMapLayer(const Map& map, int layer); | 141 | texture_ptr renderMapLayer(const Map& map, bool above); |
142 | 142 | ||
143 | std::string cachedMapName_; | 143 | std::string cachedMapName_; |
144 | std::string cachedTilesetName_; | 144 | std::string cachedTilesetName_; |
145 | texture_ptr tilesetTex_; | 145 | texture_ptr tilesetTex_; |
146 | texture_ptr renLay0_; | 146 | texture_ptr renLowerLayer_; |
147 | texture_ptr renLay1_; | 147 | texture_ptr renUpperLayer_; |
148 | texture_ptr mapSwapTex_; | 148 | texture_ptr mapSwapTex_; |
149 | 149 | ||
150 | // Text rendering | 150 | // Text rendering |