func (t *t_renderer) renderFrame(cont *env.Controller, agent *agent.Agent) { var tiles [env.MAX_SIZE][env.MAX_SIZE]env.ITile tiles = cont.CHEAT_GetTiles() t.renderer.SetDrawColor(0, 0, 0, 255) t.renderer.Clear() // Draw the tiles for x := 0; x < env.MAX_SIZE; x++ { for y := 0; y < env.MAX_SIZE; y++ { if tiles[x][y] != nil { if tiles[x][y].GetState() == env.CLEAN { t.drawTile(x, env.MAX_SIZE-y-1, 100, 255, 100, 255) } else { t.drawTile(x, env.MAX_SIZE-y-1, 100, 100, 100, 255) } } } } // Draw the undiscovered areas for x := 0; x < env.MAX_SIZE; x++ { for y := 0; y < env.MAX_SIZE; y++ { var status tile.Status status = agent.CHEAT_GetTileStatus(x, y) if status == tile.TILE_UNKOWN { t.drawQuestionMark(x, env.MAX_SIZE-y-1) } } } x, y := agent.CHEAT_GetCurrentTile().GetIndices() t.drawAgent(x, env.MAX_SIZE-y-1) t.renderer.Present() }