diff --git a/src/draw.c b/src/draw.c index a2047d6..e95a825 100644 --- a/src/draw.c +++ b/src/draw.c @@ -46,6 +46,7 @@ void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture // Present the rendered frame SDL_RenderPresent(renderer); +<<<<<<< HEAD } 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) } \ No newline at end of file diff --git a/src/draw.h b/src/draw.h index 491e86b..9fb826f 100644 --- a/src/draw.h +++ b/src/draw.h @@ -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 */ ======= #define MAP_SIZE 96 +======= +#ifndef DRAW_H +#define DRAW_H +>>>>>>> 6abc1cd (draw function) -#define TILE_HEIGHT 30 -#define TILE_WIDTH 60 +#include -#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); +<<<<<<< HEAD >>>>>>> 8e3d2ca (add game structure) +======= +#endif /* DRAW_H */ +>>>>>>> 6abc1cd (draw function) diff --git a/src/main.c b/src/main.c index 05dbc06..41870c7 100644 --- a/src/main.c +++ b/src/main.c @@ -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);