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path: root/progress/src/render.c
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#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);
}