修改底层渲染为OpenGL
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@@ -12,9 +12,8 @@ GameMapLayer::~GameMapLayer()
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void GameMapLayer::Render()
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{
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Actor::Render();
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SDL_Renderer *renderer = Game::GetInstance().GetRenderer();
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// 设置绘制颜色
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 128);
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RenderManager *renderer = Game::GetInstance().GetRenderer();
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// 自身坐标
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float Xpos = GetIterationPos().x + GetPos().x;
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float Ypos = GetIterationPos().y + GetPos().y;
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@@ -25,10 +24,8 @@ void GameMapLayer::Render()
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buf.y = info.y + Ypos;
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buf.w = info.w;
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buf.h = info.h;
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// 绘制填充矩形
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SDL_RenderFillRect(renderer, &buf);
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//TODO: 渲染可行区域
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}
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 250);
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}
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void GameMapLayer::AddDebugFeasibleAreaInfo(VecFPos pos, VecSize size)
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