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render.c
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render.c
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include "param.h"
#include "world.h"
#include "action.h"
#include "splash.h"
/* ------------------------------------------------------------------------- */
/* */
/* ------------------------------------------------------------------------- */
void render_map()
{
int i = 0;
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = SQUARE_SIZE;
rect.h = SQUARE_SIZE;
screenSurface = SDL_GetWindowSurface(window);
for (i = 0; i < SPOT_NUM; i++)
{
rect.x = (i % MAP_SIZE) * SQUARE_SIZE;
rect.y = (i / MAP_SIZE) * SQUARE_SIZE;
SDL_FillRect(screenSurface, &rect, colors[mapmem[i]]);
}
SDL_UpdateWindowSurface(window);
}
/* ------------------------------------------------------------------------- */
/* */
/* ------------------------------------------------------------------------- */
void render_player()
{
int i = 0;
screenSurface = SDL_GetWindowSurface(window);
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = SQUARE_SIZE;
rect.h = SQUARE_SIZE;
for (i = 0; i < MAX_PLAYERS; i++)
{
rect.x = players[i]->x * SQUARE_SIZE;
rect.y = players[i]->y * SQUARE_SIZE;
SDL_FillRect(screenSurface, &rect, colors[i] - 0x00202020);
}
SDL_UpdateWindowSurface(window);
}
/* ------------------------------------------------------------------------- */
/* */
/* ------------------------------------------------------------------------- */
void main_loop()
{
// int is_game_finish = 0; vous pouvez l'utilisez
while (!quitting)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
quitting = 1;
}
}
/*************** */
for (int i = 0; i < 2; i++)
{
if (players[i]->credits > 0)
{
players[i]->x++;
if (players[i]->x >= MAP_SIZE)
players[i]->x = 0;
world_paint_spot(players[i]->x, players[i]->y, players[i]->id);
players[i]->credits -= 1000;
}
}
for (int i = 2; i < MAX_PLAYERS; i++)
{
players[i]->y++;
if (players[i]->y >= MAP_SIZE)
players[i]->y = 0;
world_paint_spot(players[i]->x, players[i]->y, players[i]->id);
}
/**************/
render_map();
SDL_Delay(100);
}
}