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-rw-r--r--progress/src/render.c45
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);
+}