Abstract the global renderer, physics, camera and gamemap objects behind a pointer, so you can swap in and out different ones as needed
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@@ -33,10 +33,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
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"Couldn't create window/renderer: %s",
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SDL_GetError());
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camera.x = 0;
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camera.y = 0;
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camera.w = screenwidth;
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camera.h = screenheight;
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camera->x = 0;
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camera->y = 0;
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camera->w = screenwidth;
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camera->h = screenheight;
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self->shutdown = &akgl_render_2d_shutdown;
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self->frame_start = &akgl_render_2d_frame_start;
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@@ -117,8 +117,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend
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PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
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}
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for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
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if ( i < gamemap.numlayers ) {
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PASS(e, akgl_tilemap_draw((akgl_Tilemap *)&gamemap, &camera, i));
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if ( i < gamemap->numlayers ) {
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PASS(e, akgl_tilemap_draw(gamemap, camera, i));
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}
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for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
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actor = &HEAP_ACTOR[j];
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