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-rw-r--r--source/render.c76
1 files changed, 76 insertions, 0 deletions
diff --git a/source/render.c b/source/render.c
new file mode 100644
index 0000000..5af04f8
--- /dev/null
+++ b/source/render.c
@@ -0,0 +1,76 @@
+#include "all.h"
+
+static void RenderTiles(game_t * game);
+static void RenderPlayers(game_t * game);
+static void RenderBombs(game_t * game);
+
+void Render(game_t * game, f64 interpolation) {
+ (void)game;
+ (void)interpolation;
+
+ BeginDrawing();
+ ClearBackground(BLACK);
+ BeginMode2D(game->camera);
+ RenderTiles(game);
+ RenderBombs(game);
+ RenderPlayers(game);
+ EndMode2D();
+ /* --- */
+ rlDrawRenderBatchActive();
+ SwapScreenBuffer();
+}
+
+void RenderTiles(game_t * game) {
+ for (int i = 0; i < game->config.map_x; ++i) {
+ for (int j = 0; j < game->config.map_y; ++j) {
+ if ((game->tiles.state[i][j]._ | 1) & PASSIBLE || game->tiles.state[i][j]._ == IMPASSIBLE_NOTHING) {
+ DrawRectangleRec((Rectangle) {i*game->config.spritesheet_scale, j*game->config.spritesheet_scale, game->config.spritesheet_scale, game->config.spritesheet_scale}, COLOR_TO_RAYLIB(game->tiles.color));
+ }
+
+ if (game->tiles.state[i][j]._ < 2) {
+ DrawTextureRec(
+ game->spritesheet,
+ game->tiles.wall[game->tiles.state[i][j].texture],
+ (Vector2) {i*game->config.spritesheet_scale, j*game->config.spritesheet_scale},
+ COLOR_TO_RAYLIB(game->tiles.color));
+ }
+
+ /* This almost requires horrible no good melding. Almost. */
+ if (game->tiles.state[i][j]._ & EXPLOSIVE) {
+ DrawTextureRec(
+ game->spritesheet,
+ game->tiles.explosion[game->tiles.state[i][j].texture],
+ (Vector2) {i*game->config.spritesheet_scale, j*game->config.spritesheet_scale},
+ WHITE);
+ }
+
+
+ }
+ }
+}
+
+void RenderPlayers(game_t * game) {
+ for (int i = 0; i < PLAYER_LIMIT; ++i) {
+ if (game->players.state[i].alive) {
+ DrawTextureRec(
+ game->spritesheet,
+ game->players.player[game->players.state[i].direction],
+ (Vector2) {game->players.x[i] * game->config.spritesheet_scale, game->players.y[i] * game->config.spritesheet_scale},
+ COLOR_TO_RAYLIB(game->players.color[i]));
+ }
+ }
+}
+
+void RenderBombs(game_t * game) {
+ for (int i = 0; i < PLAYER_LIMIT; ++i) {
+ for (int j = 0; j < PLAYER_LIMIT; ++j) {
+ if (game->bombs.timer[i][j]) {
+ DrawTextureRec(
+ game->spritesheet,
+ game->bombs.bomb[game->bombs.timer[i][j] % 4],
+ (Vector2) {game->bombs.x[i][j]*game->config.spritesheet_scale, game->bombs.y[i][j]*game->config.spritesheet_scale},
+ COLOR_TO_RAYLIB(game->bombs.color[game->bombs.timer[i][j]%2]));
+ }
+ }
+ }
+}