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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);
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]));
}
}
}
}
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