diff --git a/src/engine.c b/src/engine.c index e2cb66f..f3d7629 100644 --- a/src/engine.c +++ b/src/engine.c @@ -23,21 +23,19 @@ void engine_draw(struct Game const *game) { } void engine_draw_map(struct Game const *game) { - int x_offset = (game->camera.offset.x - DWIDTH/2); - int y_offset = (game->camera.offset.y - DHEIGHT/2); + const int x_offset = (game->camera.offset.x - DWIDTH/2); + const int y_offset = (game->camera.offset.y - DHEIGHT/2); - //currently -1 to avoid white during transition - for (int layer = 0 ; layer < game->map->nb_layers; layer++) { - for (int y = 1 ; y <= DHEIGHT / TILE_SIZE-1; y++) { - for (int x = 0 ; x <= DWIDTH / TILE_SIZE+1; x++) { + for (int y = 1 ; y <= DHEIGHT / TILE_SIZE-1; y++) { + for (int x = 0 ; x <= DWIDTH / TILE_SIZE+1; x++) { + for (int layer = 0 ; layer < game->map->nb_layers; layer++) { unsigned int tile_id = 0; //detect if the map is oob - int indexY = (y + y_offset / TILE_SIZE); - int indexX = (x + x_offset / TILE_SIZE); + const int indexY = (y + y_offset / TILE_SIZE); + const int indexX = (x + x_offset / TILE_SIZE); if(indexX >= 0 && indexX < game->map->w && indexY >= 0 && indexY < game->map->h) tile_id = game->map->layers[layer][indexX + indexY * game->map->w]; - //tile_id = game->map->layers[layer][(x + x_offset / TILE_SIZE) + (y + y_offset / TILE_SIZE) * game->map->w]; if (tile_id != 0) { tile_id--;