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#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();
}
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