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feat: cache dynamicly rendered map texture
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@@ -6,7 +6,7 @@ use crate::entity::graph::{EdgePermissions, Graph, Node, NodeId};
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use crate::entity::item::{Item, ItemType};
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use crate::map::parser::MapTileParser;
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use crate::map::render::MapRenderer;
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use crate::texture::sprite::{AtlasTile, Sprite, SpriteAtlas};
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use crate::texture::sprite::{Sprite, SpriteAtlas};
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use glam::{IVec2, Vec2};
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use sdl2::render::{Canvas, RenderTarget};
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use std::collections::{HashMap, VecDeque};
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@@ -154,14 +154,6 @@ impl Map {
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})
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}
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/// Renders the map to the given canvas.
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///
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/// This function draws the static map texture to the screen at the correct
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/// position and scale.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &mut [AtlasTile]) {
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MapRenderer::render_map(canvas, atlas, map_tiles);
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}
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/// Generates Item entities for pellets and energizers from the parsed map.
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pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
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// Pre-load sprites to avoid repeated texture lookups
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