#include "all.h" static void RenderTiles(game_t * game); static void RenderPlayers(game_t * game); static void RenderBombs(game_t * game); static void RenderBottomText(game_t * game); void Render(game_t * game, f64 interpolation) { (void)game; (void)interpolation; BeginDrawing(); ClearBackground(COLOR_TO_RAYLIB(game->tiles.color)); BeginMode2D(game->camera); RenderTiles(game); RenderBombs(game); RenderPlayers(game); EndMode2D(); RenderBottomText(game); /* --- */ rlDrawRenderBatchActive(); SwapScreenBuffer(); } always_inline void AtlasDraw(game_t * game, u16 atlas_number, u8 color, int i, int j) { DrawTextureRec( game->spritesheet, game->atlas[atlas_number], (Vector2) {i*game->config.spritesheet_scale, j*game->config.spritesheet_scale}, COLOR_TO_RAYLIB(color)); } 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) { tile_data_t * tile = &game->tiles.state[i][j]; if (!tile->passable) { if (tile->texture) { AtlasDraw(game, tile->breakable ? 1 : 0, game->tiles.color, i, j); } } else if (tile->pickup) { AtlasDraw(game, RENDER_POWERUP_BOMB + tile->pickup - 1, GAME_WHITE | GAME_OPAQUE, i, j); } if (tile->explosive) { AtlasDraw(game, RENDER_EXPLOSION_START + tile->texture, game->bombs.color[0], i, j); } } } } void RenderPlayers(game_t * game) { for (int i = 0; i < PLAYER_LIMIT; ++i) { if (game->players.state[i].alive) { AtlasDraw(game, RENDER_PLAYER_RIGHT + game->players.state[i].direction, game->players.color[i], game->players.x[i], game->players.y[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]) { AtlasDraw(game, RENDER_BOMB_0 + game->bombs.timer[i][j] % 4, game->bombs.color[game->bombs.timer[i][j]%2], game->bombs.x[i][j], game->bombs.y[i][j]); } } } } static void RenderBottomText(game_t * game) { BeginScissorMode(0, game->config.resolution_y - FONT_SIZE, game->config.resolution_x, FONT_SIZE); ClearBackground(BLACK); char center_string[128]; snprintf(center_string, 128, "%02d:%02d", game->time_limit / game->config.ups / 60, game->time_limit / game->config.ups % 60); DrawText(center_string, game->config.resolution_x / 2 - MeasureText(center_string, FONT_SIZE) / 2, game->config.resolution_y - FONT_SIZE, FONT_SIZE, WHITE); EndScissorMode(); }