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draw.c
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#include "draw.h"
#include <math.h>
#include "renderer.h"
#include "assets/assets.h"
void draw_background(const game_state_t *state)
{
graphics_draw_image(state->device, &(vector2_t){0, 0},
background_bin, NULL);
}
void draw_rect(const game_state_t *state, const rect_t *rect,
const color_t *col)
{
graphics_draw_rectangle(state->device, col,
&rect->origin, &rect->size);
}
void draw_square(const game_state_t *state, vector2_t *pos, float width,
float degrees, const color_t *color) {
cvertex_t vs[6];
float s = sinf((float)M_PI * degrees/180.f);
float c = cosf((float)M_PI * degrees/180.f);
vs[0].pos = (vector2_t){pos->x + (c - s) * width/2,
pos->y + (s + c) * width/2};
vs[1].pos = (vector2_t){pos->x - (c + s) * width/2,
pos->y + (c - s) * width/2};
vs[2].pos = (vector2_t){pos->x + (s - c) * width/2,
pos->y - (s + c) * width/2};
vs[3].pos = (vector2_t){pos->x + (s + c) * width/2,
pos->y + (s - c) * width/2};
vs[0].color = *color;
vs[1].color = *color;
vs[2].color = *color;
vs[3].color = *color;
graphics_draw_line(state->device, &vs[0], &vs[1]);
graphics_draw_line(state->device, &vs[1], &vs[2]);
graphics_draw_line(state->device, &vs[2], &vs[3]);
graphics_draw_line(state->device, &vs[3], &vs[0]);
/* graphics_draw(state->device, vs, 6); */
}
void draw_box(const game_state_t *state, const box_t *box)
{
graphics_draw_rectangle_outline(state->device, &box->color,
&box->entity->pos, &box->entity->size);
}
void draw_bullet(const game_state_t *state, const bullet_t *bullet)
{
graphics_draw_rectangle(state->device, &bullet->color,
&bullet->entity->pos, &bullet->entity->size);
}
void draw_powerup(const game_state_t *state, const powerup_t *powerup)
{
graphics_draw_rectangle(state->device, &powerup->color,
&powerup->entity->pos, &powerup->entity->size);
vector2_t pos = (vector2_t){powerup->entity->pos.x
+ powerup->entity->size.x/2,
powerup->entity->pos.y
+ powerup->entity->size.y/2};
draw_square(state, &pos, powerup->entity->size.x + 3,
360 * state->time/1.0f, &powerup->color);
}
void draw_player(const game_state_t *state, const player_t *player)
{
/* Motion Trail */
for (int i = 0; i < PLAYER_TRAIL_SEGMENTS - 1; i++)
if (player->trail[i+1].pos.x > 0)
graphics_draw_line(state->device, &player->trail[i],
&player->trail[i + 1]);
/* Player */
if (player->powerup_ghost)
graphics_draw_rectangle_dither(state->device, &player->color,
&player->entity->pos, &player->entity->size);
else if (player->normal)
graphics_draw_rectangle(state->device, &player->color,
&player->entity->pos, &player->entity->size);
else
graphics_draw_rectangle_outline(state->device, &player->color,
&player->entity->pos, &player->entity->size);
/* Low-Life Flashing */
if (player->lives == 1 && player->timer_flash < PLAYER_TIMER_FLASH/2)
graphics_draw_rectangle_outline(state->device,
&(color_t){0, 0, 255, 255}, &player->entity->pos,
&player->entity->size);
/* Direction Pointer */
vector2_t dir = player_direction_vector(player);
vector2_t pos = (vector2_t){player->entity->pos.x
+ player->entity->size.x/2 - 3 + 15 * dir.x,
player->entity->pos.y
+ player->entity->size.y/2 - 3 + 15 * dir.y};
vector2_t size = (vector2_t){6, 6};
graphics_draw_rectangle_dither(state->device, &player->color, &pos,
&size);
/* Powerup Effect */
/*
*if (player->powerup_bullets) {
* pos = (vector2_t){player->entity->pos.x
* + player->entity->size.x/2,
* player->entity->pos.y
* + player->entity->size.y/2};
* draw_square(state, &pos, player->entity->size.x + 3,
* 360 * state->time/0.5f, &player->color);
*}
*/
/* Shield */
if (player->powerup_shield) {
vector2_t pos = (vector2_t){player->entity->pos.x - 1,
player->entity->pos.y - 1};
vector2_t size = (vector2_t){player->entity->size.x + 2,
player->entity->size.y + 2};
graphics_draw_rectangle_outline(state->device,
&(color_t){255, 255, 255, 255}, &pos, &size);
}
/* generate vertices */
/*cvertex_t vs[3];
*float s = sinf((float)M_PI * player->dir/180.f);
*float c = cosf((float)M_PI * player->dir/180.f);
*vector2_t pos = player->entity->pos;
*vector2_t size = player->entity->size;
*vs[0].pos = (vector2_t){pos.x + c * size.x/2, pos.y + s * size.y/2};
*vs[1].pos = (vector2_t){pos.x - (c + s) * size.x/2,
* pos.y + (c - s) * size.y/2};
*vs[2].pos = (vector2_t){pos.x + (s - c) * size.x/2,
* pos.y - (s + c) * size.y/2};
*vs[0].color = player->color;
*vs[1].color = player->color;
*vs[2].color = player->color;
*graphics_draw(state->device, vs, 3);
*/
/*draw_square(state, &player->entity->pos, player->entity->size.x,
* player->dir, &player->color);
*/
}