#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(); #ifndef NDEBUG ClearBackground(BLACK); #else ClearBackground(COLOR_TO_RAYLIB(game->tiles.color)); #endif BeginMode2D(game->camera); RenderTiles(game); RenderBombs(game); RenderPlayers(game); EndMode2D(); RenderBottomText(game); /* --- */ 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) { #ifndef NDEBUG 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)); } #endif 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])); } } } } 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(); }