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authorcflip <cflip@cflip.net>2022-03-29 16:29:56 -0600
committercflip <cflip@cflip.net>2022-03-29 16:29:56 -0600
commit2b35b393203403704b740f7627af701968c2dfcc (patch)
tree12647094e966bbab9f48a9c8c586380ca8b7dfa0
parent94212b5fda87b6983465103d6f35253c874a2915 (diff)
Fix sprite sorting when rendering the level
This fixes a misuse of std::find_if and vector iterators. Previously, the first vehicle in the currently drawing tile would be drawn, and then every other vehicle would be drawn regardless of position.
-rw-r--r--src/level.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/level.cpp b/src/level.cpp
index e88191a..e09f74a 100644
--- a/src/level.cpp
+++ b/src/level.cpp
@@ -76,13 +76,14 @@ void Level::draw(Bitmap& bitmap, int xo, int yo)
for (int y = 0; y < m_height; ++y) {
for (int x = 0; x < m_width; ++x) {
- auto vehiclesInTile = std::find_if(m_vehicles.begin(), m_vehicles.end(), [x, y](const auto& vehicle) {
+ auto isInTile = [x, y](const auto& vehicle) {
return vehicle.getSpritePosition().x == x && vehicle.getSpritePosition().y == y;
- });
+ };
+ auto vehiclesInTile = std::find_if(m_vehicles.begin(), m_vehicles.end(), isInTile);
while (vehiclesInTile != m_vehicles.end()) {
vehiclesInTile->draw(bitmap, xo, yo);
- ++vehiclesInTile;
+ vehiclesInTile = std::find_if(++vehiclesInTile, m_vehicles.end(), isInTile);
}
auto tile = get(x, y);