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| author | Thomas Guillermo Albers Raviola <thomas@thomaslabs.org> | 2026-01-16 19:38:33 +0100 |
|---|---|---|
| committer | Thomas Guillermo Albers Raviola <thomas@thomaslabs.org> | 2026-01-16 19:38:33 +0100 |
| commit | a90db3b7b6e87e24c789b5db222f1cef92809bde (patch) | |
| tree | 2096abcb1ac1ea970a51e598257186bc4e030b22 /progress/src/render.c | |
Initial commit
Diffstat (limited to 'progress/src/render.c')
| -rw-r--r-- | progress/src/render.c | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/progress/src/render.c b/progress/src/render.c new file mode 100644 index 0000000..227b339 --- /dev/null +++ b/progress/src/render.c @@ -0,0 +1,45 @@ +#include "main.h" + +void doRender(SDL_Renderer *renderer, GameState *gameState) +{ + //set the drawing color to white + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + + //Clear the screen (to blue) + SDL_RenderClear(renderer); + ///set the drawing color to white + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + + ///Dibujar Escenario + SDL_Rect backGround = {0,0,640,480}; + SDL_RenderCopy(renderer, gameState->backGround, NULL, &backGround); + + ///Dibujar Player1 + SDL_Rect player1 = {gameState->player1.x, gameState->player1.y, gameState->player1.w, gameState->player1.h}; + SDL_Rect player1_sprite = {gameState->player1.camara_x[gameState->player1.camara / 3], gameState->player1.camara_y[gameState->player1.camara / 3], gameState->player1.w, gameState->player1.h}; + SDL_RenderCopyEx(renderer, gameState->player1Texture, &player1_sprite, &player1, 0 , NULL, gameState->player1.facing_left); + + ///Dibujar Player2 + SDL_Rect player2 = {gameState->player2.x, gameState->player2.y, gameState->player2.w, gameState->player2.h}; + SDL_Rect player2_sprite = {gameState->player2.camara_x[gameState->player2.camara / 3], gameState->player2.camara_y[gameState->player2.camara / 3], gameState->player2.w, gameState->player2.h}; + SDL_RenderCopyEx(renderer, gameState->player2Texture, &player2_sprite, &player2, 0 , NULL, gameState->player2.facing_left); + + ///Dibujar Balas + for(int i = 0; i < MAX_BULLETS; i++) + { + if(gameState->bala_1[i]) + { + SDL_Rect bala = { gameState->bala_1[i]->x, gameState->bala_1[i]->y, 8, 8}; + SDL_RenderCopy(renderer, gameState->balaTexture, NULL, &bala); + } + } + + if(gameState->player1.muerto == 1 || gameState->player2.muerto == 1) + { + ///Dibujar GameOver + SDL_Rect gameOver = {0,0,640,480}; + SDL_RenderCopy(renderer, gameState->gameOver, NULL, &gameOver); + } + ///We are done drawing, "present" or show to the screen what we've drawn + SDL_RenderPresent(renderer); +} |
