1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
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);
}
|