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authorSilvan Jegen <s.jegen@gmail.com>2019-06-02 00:59:47 +0200
committerSilvan Jegen <s.jegen@gmail.com>2019-06-02 00:59:47 +0200
commit4b9d5055bb154f133c0b94d72a14fda65ede14d1 (patch)
treed8a1732f6b680b93b7fd7efdbc50304a7bf47268
parent502764740e443d05dd20e36b7928038fa9426051 (diff)
render: don't depend on tiles for player drawing60fps
We still have to decide on where the player should be able to move. At the moment, the player just ends up in the upper left corner (because we are ignoring the tile size).
-rw-r--r--render.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/render.c b/render.c
index 5f3484d..238dd5a 100644
--- a/render.c
+++ b/render.c
@@ -89,16 +89,16 @@ void render(SDL_Renderer* renderer, struct level_struct *currentlevel)
&pixmap_crop,
&destination);
if (ret < 0 ) {
- printf("Error (SDL): %s: %s\n", "could not render copy tiles", SDL_GetError());
+ printf("Error (SDL): %s: %s\n", "could not render copy tiles", SDL_GetError());
}
}
}
- /// Entity drawing
+ // Entity drawing
// First of all the character
get_pixmap_lemon( currentlevel->player_face, &pixmap_crop );
- destination.x = currentlevel->px * TILE_SIZE;
- destination.y = currentlevel->py * TILE_SIZE;
+ destination.x = currentlevel->px;
+ destination.y = currentlevel->py;
// Render onto screen
SDL_RenderCopy(renderer, currentlevel->entities,