#include "draw.h" extern game_state_t* gs; extern game_assets_t* g_assets; // draw level at current view void Draw_World( SDL_Renderer* r ) { SDL_Rect dst = {0,0,320,200}; // solid BG fill SDL_RenderCopy( r, g_assets->tile_tx[0], NULL, &dst ); // draw level view 20x10 tiles at 16x16px offset one tile in y for ( int j = 0; j < 10; ++j ) { dst.y = TILE_SIZE + j * TILE_SIZE; dst.w = TILE_SIZE; dst.h = TILE_SIZE; for ( int i = 0; i < 20; ++i ) { dst.x = i * TILE_SIZE; uint8_t til = gs->levels[gs->current_level].tiles[j * 100 + gs->view_x + i]; if ( til == 0 ) continue; til = G_UpdateFrame( til, i ); SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst ); } } } // draw player void Draw_Player( SDL_Renderer* r ) { SDL_Rect dst; // relative to view dst.x = gs->ps.px - gs->view_x * TILE_SIZE; dst.y = TILE_SIZE + gs->ps.py; // tile 56 neutral, 53 right, 57 left 20x16px uint8_t til = 56; dst.w = 20; dst.h = 16; // jetpack tile if ( gs->ps.do_jetpack ) til = gs->ps.last_dir >= 0 ? 77 : 80; // grounded walk tile else if ( gs->ps.on_ground ) { til = gs->ps.last_dir >= 0 ? 53 : 57; til += (gs->ps.tick/4) % 3; } // jump tile else if ( gs->ps.do_jump || !gs->ps.on_ground ) til = gs->ps.last_dir >= 0 ? 67 : 68; // dead if ( gs->ps.dead_timer ) til = 129 + (gs->tick/4) % 4; // render // grounded debug if ( gs->ps.on_ground ) { SDL_SetRenderDrawColor( r, 255, 0, 255, 255 ); SDL_RenderDrawLine( r, dst.x, dst.y+dst.h, dst.x+dst.w, dst.y+dst.h ); } SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst ); /*dst.w = TILE_SIZE; dst.h = TILE_SIZE; dst.x = (gs->ps.tx - gs->view_x) * TILE_SIZE; dst.y = gs->ps.ty * TILE_SIZE + TILE_SIZE; SDL_RenderDrawRect( r, &dst );*/ } // draw player bullet void Draw_Bullet( SDL_Renderer* r ) { SDL_Rect dst; if ( gs->ps.bullet_px && gs->ps.bullet_py ) { // relative to view dst.x = gs->ps.bullet_px - gs->view_x * TILE_SIZE; dst.y = TILE_SIZE + gs->ps.bullet_py; // tile 127 right, 128 left uint8_t til = gs->ps.bullet_dir > 0 ? 127 : 128; dst.w = 12; dst.h = 3; // render SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst ); /*SDL_SetRenderDrawColor( r, 255, 0, 255, 255 ); dst.w = TILE_SIZE; dst.h = TILE_SIZE; dst.x = ((gs->ps.bullet_px / TILE_SIZE) - gs->view_x) * TILE_SIZE; dst.y = (gs->ps.bullet_py / TILE_SIZE) * TILE_SIZE + TILE_SIZE; SDL_RenderDrawRect( r, &dst );*/ } } // draw monsters void Draw_Monsters( SDL_Renderer* r ) { SDL_Rect dst; uint8_t til = 0; for ( int i = 0; i < sizeof(gs->ms) / sizeof(gs->ms[0]); ++i ) { monster_state_t* m = &gs->ms[i]; if ( m->type ) { dst.x = m->px - gs->view_x * TILE_SIZE;// - 12; dst.y = TILE_SIZE + m->py;// - 10; dst.w = 24; dst.h = 20; til = m->dead_timer ? 129 : m->type; til += (gs->tick / 3) % 4; SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst ); } } } // monster bullets void Draw_MonsterBullet( SDL_Renderer* r ) { SDL_Rect dst; if ( gs->mbullet_px && gs->mbullet_py ) { // relative to view dst.x = gs->mbullet_px - gs->view_x * TILE_SIZE; dst.y = TILE_SIZE + gs->mbullet_py; // tile 127 right, 128 left uint8_t til = gs->mbullet_dir > 0 ? 121 : 124; til += (gs->tick / 3) % 3; dst.w = 20; dst.h = 3; // render SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst ); /*SDL_SetRenderDrawColor( r, 255, 0, 255, 255 ); dst.w = TILE_SIZE; dst.h = TILE_SIZE; dst.x = ((gs->mbullet_px / TILE_SIZE) - gs->view_x) * TILE_SIZE; dst.y = (gs->mbullet_py / TILE_SIZE) * TILE_SIZE + TILE_SIZE; SDL_RenderDrawRect( r, &dst );*/ } }