draw function

This commit is contained in:
Rysertio 2024-02-21 09:31:04 +06:00
parent 808fd83e6e
commit 17fdac54f4
3 changed files with 18 additions and 59 deletions

View File

@ -46,6 +46,7 @@ void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture
// Present the rendered frame
SDL_RenderPresent(renderer);
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}
void drawMinimap(SDL_Renderer *renderer, const Map *map, int minimapX, int minimapY, int minimapSize) {
@ -70,4 +71,6 @@ void drawMinimap(SDL_Renderer *renderer, const Map *map, int minimapX, int minim
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Rect minimapBorderRect = {minimapX, minimapY, minimapSize, minimapSize};
SDL_RenderDrawRect(renderer, &minimapBorderRect);
=======
>>>>>>> 6abc1cd (draw function)
}

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@ -1,4 +1,5 @@
<<<<<<< HEAD
<<<<<<< HEAD
#ifndef DRAW_H
#define DRAW_H
@ -14,21 +15,22 @@ void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture
#endif /* DRAW_H */
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#define MAP_SIZE 96
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#ifndef DRAW_H
#define DRAW_H
>>>>>>> 6abc1cd (draw function)
#define TILE_HEIGHT 30
#define TILE_WIDTH 60
#include <SDL2/SDL.h>
#define MAP_RENDER_SIZE 24
// Define the size of your tiles in pixels
#define TILE_SIZE 32
#include "data.h"
#define MAP_RENDER_OFFSET_X ((SCREEN_WIDTH - (TILE_WIDTH * MAP_RENDER_SIZE)) / 2)
#define MAP_RENDER_OFFSET_Y 425
typedef struct {
int x;
int y;
int sx;
int sy;
AtlasImage *texture;
} ISOObject;
// Function prototype for drawing game data
void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture *tileTexture, SDL_Texture *unitTexture, SDL_Texture *buildingTexture);
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>>>>>>> 8e3d2ca (add game structure)
=======
#endif /* DRAW_H */
>>>>>>> 6abc1cd (draw function)

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@ -5,52 +5,6 @@
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
// Function to draw the game data onto the screen
void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture *tileTexture, SDL_Texture *unitTexture, SDL_Texture *buildingTexture) {
// Clear the screen
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Draw the map tiles
for (int i = 0; i < gameData->currentMap.mapWidth; i++) {
for (int j = 0; j < gameData->currentMap.mapHeight; j++) {
int tileIndex = gameData->currentMap.tileData[i][j];
// Calculate destination rectangle for the tile
SDL_Rect destRect = {i * TILE_SIZE, j * TILE_SIZE, TILE_SIZE, TILE_SIZE};
// Render the tile texture
SDL_RenderCopy(renderer, tileTexture, NULL, &destRect);
}
}
// Draw units
for (int i = 0; i < MAX_UNITS; i++) {
// Check if the unit exists (you may have a different condition)
if (gameData->units[i].unitID != -1) {
// Calculate destination rectangle for the unit
SDL_Rect destRect = {gameData->units[i].x, gameData->units[i].y, TILE_SIZE, TILE_SIZE};
// Render the unit texture
SDL_RenderCopy(renderer, unitTexture, NULL, &destRect);
}
}
// Draw buildings
for (int i = 0; i < MAX_BUILDINGS; i++) {
// Check if the building exists (you may have a different condition)
if (gameData->buildings[i].buildingID != -1) {
// Calculate destination rectangle for the building
SDL_Rect destRect = {gameData->buildings[i].x, gameData->buildings[i].y, TILE_SIZE, TILE_SIZE};
// Render the building texture
SDL_RenderCopy(renderer, buildingTexture, NULL, &destRect);
}
}
// Present the rendered frame
SDL_RenderPresent(renderer);
}
int main(int argc, char* argv[]) {
SDL_Init(SDL_INIT_VIDEO);