retain render order by using slice instead of map

This commit is contained in:
Zachary King 2019-02-05 19:06:47 -06:00
parent 00780ad113
commit a65de950f9
1 changed files with 7 additions and 3 deletions

View File

@ -17,7 +17,9 @@ import (
var clearColor = colornames.Skyblue
func gameloop(win *pixelgl.Window, tilemap *tmx.Map) {
batches := make(map[string]*pixel.Batch)
batches := make([]*pixel.Batch, 0)
batchIndices := make(map[string]int)
batchCounter := 0
// Load the sprites
sprites := make(map[string]*pixel.Sprite)
@ -25,7 +27,9 @@ func gameloop(win *pixelgl.Window, tilemap *tmx.Map) {
if _, alreadyLoaded := sprites[tileset.Image.Source]; !alreadyLoaded {
sprite, pictureData := loadSprite(tileset.Image.Source)
sprites[tileset.Image.Source] = sprite
batches[tileset.Image.Source] = pixel.NewBatch(&pixel.TrianglesData{}, pictureData)
batches = append(batches, pixel.NewBatch(&pixel.TrianglesData{}, pictureData))
batchIndices[tileset.Image.Source] = batchCounter
batchCounter++
}
}
@ -88,7 +92,7 @@ func gameloop(win *pixelgl.Window, tilemap *tmx.Map) {
sprite := sprites[ts.Image.Source]
sprite.Set(sprite.Picture(), pixel.R(iX, iY, fX, fY))
pos := gamePos.ScaledXY(pixel.V(float64(ts.TileWidth), float64(ts.TileHeight)))
sprite.Draw(batches[ts.Image.Source], pixel.IM.Moved(pos))
sprite.Draw(batches[batchIndices[ts.Image.Source]], pixel.IM.Moved(pos))
}
}