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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-22 22:46:44 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-22 22:46:44 -0500
commit3ecf5bbc1c81908bfd3355999a37e8e96e15b8b5 (patch)
tree3cb83a80a1f315fb8bc3a918782be2f02d2799ce /src/renderer.h
parent5e8522258412d05994cc5efa678a1d713cdae718 (diff)
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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.h6
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