let term_x = Math.max(0, -this.offset[1]);
let map_y = Math.max(0, this.offset[0]);
let map_x = Math.max(0, this.offset[1]);
- for (; term_y < terminal.rows && map_y < game.map_size[0]; term_y++, map_y++) {
+ for (; term_y < terminal.rows && map_y < this.map_lines.length; term_y++, map_y++) {
let to_draw = this.map_lines[map_y].slice(map_x, this.window_width + this.offset[1]);
terminal.write(term_y, term_x, to_draw);
}
term_x = max(0, -self.offset.x)
map_y = max(0, self.offset.y)
map_x = max(0, self.offset.x)
- while (term_y < self.size.y and map_y < self.game.map_geometry.size.y):
+ while term_y < self.size.y and map_y < len(self.map_lines):
to_draw = self.map_lines[map_y][map_x:self.window_width + self.offset.x]
safe_addstr(term_y, term_x, to_draw)
term_y += 1