diff --git a/NetAF/Rendering/FrameBuilders/Console/ConsoleRegionMapBuilder.cs b/NetAF/Rendering/FrameBuilders/Console/ConsoleRegionMapBuilder.cs
index 3f05a28b..7bf2d16b 100644
--- a/NetAF/Rendering/FrameBuilders/Console/ConsoleRegionMapBuilder.cs
+++ b/NetAF/Rendering/FrameBuilders/Console/ConsoleRegionMapBuilder.cs
@@ -225,11 +225,11 @@ private void DrawLowerLevelRoom(Point2D topLeft)
/// The available size, in the grid.
/// The matrix.
/// The position of the room, in the matrix.
- /// The x position of the player, in the matrix.
+ /// The focus position, in the matrix.
/// The left position to begin rendering the room at, in the grid.
/// The top position to begin rendering the room at, in the grid.
/// True if the matrix position could be converted to a grid position and fit in the available space.
- private static bool TryConvertMatrixPositionToGridLayoutPosition(Point2D gridStartPosition, Size availableSize, Matrix matrix, Point2D roomPosition, Point2D playerPosition, out int gridLeft, out int gridTop)
+ private static bool TryConvertMatrixPositionToGridLayoutPosition(Point2D gridStartPosition, Size availableSize, Matrix matrix, Point2D roomPosition, Point2D focusPosition, out int gridLeft, out int gridTop)
{
const int roomWidth = 5;
const int roomHeight = 3;
@@ -241,9 +241,9 @@ private static bool TryConvertMatrixPositionToGridLayoutPosition(Point2D gridSta
// check if map will fit
if (matrix.Width * roomWidth > availableSize.Width || matrix.Height * roomHeight > availableSize.Height)
{
- // centralise on player
- gridLeft += availableSize.Width / 2 - playerPosition.X * roomWidth + roomWidth / 2;
- gridTop += availableSize.Height / 2 + (playerPosition.Y - matrix.Height) * roomHeight - roomHeight / 2;
+ // centralise on the focus position
+ gridLeft += availableSize.Width / 2 - focusPosition.X * roomWidth + roomWidth / 2;
+ gridTop += availableSize.Height / 2 + (focusPosition.Y - matrix.Height) * roomHeight - roomHeight / 2;
}
else
{
@@ -316,7 +316,7 @@ public void BuildRegionMap(Region region, Point2D startPosition, Point3D focusPo
foreach (var position in lowerLevelRooms)
{
- if (TryConvertMatrixPositionToGridLayoutPosition(new Point2D(x, y), new Size(maxAvailableWidth, maxSize.Height), matrix, new Point2D(position.Position.X, position.Position.Y), new Point2D(playerRoom.Position.X, playerRoom.Position.Y), out var left, out var top))
+ if (TryConvertMatrixPositionToGridLayoutPosition(new Point2D(x, y), new Size(maxAvailableWidth, maxSize.Height), matrix, new Point2D(position.Position.X, position.Position.Y), new Point2D(focusPosition.X, focusPosition.Y), out var left, out var top))
DrawLowerLevelRoom(new Point2D(left, top));
}
}
@@ -329,7 +329,7 @@ public void BuildRegionMap(Region region, Point2D startPosition, Point3D focusPo
foreach (var position in focusLevelRooms)
{
- if (TryConvertMatrixPositionToGridLayoutPosition(new Point2D(x, y), new Size(maxAvailableWidth, maxSize.Height), matrix, new Point2D(position.Position.X, position.Position.Y), new Point2D(playerRoom.Position.X, playerRoom.Position.Y), out var left, out var top))
+ if (TryConvertMatrixPositionToGridLayoutPosition(new Point2D(x, y), new Size(maxAvailableWidth, maxSize.Height), matrix, new Point2D(position.Position.X, position.Position.Y), new Point2D(focusPosition.X, focusPosition.Y), out var left, out var top))
DrawCurrentFloorRoom(position.Room, new Point2D(left, top), position.Room == playerRoom.Room, position.Position.Equals(focusPosition));
}
}