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-rw-r--r--src/view/MapView.ts18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/view/MapView.ts b/src/view/MapView.ts
index edcbfbb..92784b7 100644
--- a/src/view/MapView.ts
+++ b/src/view/MapView.ts
@@ -1,6 +1,6 @@
import {nextPowerOf2} from '../util';
-import MapData from '../model/MapData';
+import MapState from '../model/state/MapState';
import Renderer from './renderer/Renderer';
export default class MapView {
@@ -13,7 +13,7 @@ export default class MapView {
constructor(
private readonly r: Renderer,
- private readonly map: MapData,
+ private readonly map: MapState,
private readonly tileTexture: WebGLTexture,
private readonly tileMap: Map<string, number>,
) {
@@ -22,9 +22,9 @@ export default class MapView {
const tileCount = nextPowerOf2(tileMap.size);
- for (let x = 0; x < map.width; x++)
- for (let y = 0; y < map.height; y++)
- this.addTile(vertexData, textureData, x, y, map.layers[0][y][x], tileCount);
+ for (let x = 0; x < map.data.width; x++)
+ for (let y = 0; y < map.data.height; y++)
+ this.addTile(vertexData, textureData, x, y, map.data.layers[0][y][x], tileCount);
const gl = r.getContext();
@@ -52,7 +52,7 @@ export default class MapView {
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.vertexAttribPointer(this.r.getTextureCoordLoc(), 2, gl.FLOAT, false, 0, 0);
- gl.drawArrays(gl.TRIANGLES, 0, 6 * this.map.width * this.map.height);
+ gl.drawArrays(gl.TRIANGLES, 0, 6 * this.map.data.width * this.map.data.height);
}
private addTile(vertexData: number[], textureData: number[], x: number, y: number, tile: string, tileCount: number) {
@@ -68,11 +68,11 @@ export default class MapView {
vertexData.push(x + 1); vertexData.push(y);
vertexData.push(x + 1); vertexData.push(y + 1);
- textureData.push((tileID) / tileCount); textureData.push(0);
+ textureData.push(tileID / tileCount); textureData.push(0);
textureData.push((tileID + 1) / tileCount); textureData.push(0);
- textureData.push((tileID) / tileCount); textureData.push(1);
+ textureData.push(tileID / tileCount); textureData.push(1);
- textureData.push((tileID) / tileCount); textureData.push(1);
+ textureData.push(tileID / tileCount); textureData.push(1);
textureData.push((tileID + 1) / tileCount); textureData.push(0);
textureData.push((tileID + 1) / tileCount); textureData.push(1);
}