#include "main.h" void doRender(SDL_Renderer *renderer, GameState *gameState) { //set the drawing color to white SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); //Clear the screen (to blue) SDL_RenderClear(renderer); ///set the drawing color to white SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); ///Dibujar Escenario SDL_Rect backGround = {0,0,640,480}; SDL_RenderCopy(renderer, gameState->backGround, NULL, &backGround); ///Dibujar Player1 SDL_Rect player1 = {gameState->player1.x, gameState->player1.y, gameState->player1.w, gameState->player1.h}; SDL_Rect player1_sprite = {gameState->player1.camara_x[gameState->player1.camara / 3], gameState->player1.camara_y[gameState->player1.camara / 3], gameState->player1.w, gameState->player1.h}; SDL_RenderCopyEx(renderer, gameState->player1Texture, &player1_sprite, &player1, 0 , NULL, gameState->player1.facing_left); ///Dibujar Player2 SDL_Rect player2 = {gameState->player2.x, gameState->player2.y, gameState->player2.w, gameState->player2.h}; SDL_Rect player2_sprite = {gameState->player2.camara_x[gameState->player2.camara / 3], gameState->player2.camara_y[gameState->player2.camara / 3], gameState->player2.w, gameState->player2.h}; SDL_RenderCopyEx(renderer, gameState->player2Texture, &player2_sprite, &player2, 0 , NULL, gameState->player2.facing_left); ///Dibujar Balas for(int i = 0; i < MAX_BULLETS; i++) { if(gameState->bala_1[i]) { SDL_Rect bala = { gameState->bala_1[i]->x, gameState->bala_1[i]->y, 8, 8}; SDL_RenderCopy(renderer, gameState->balaTexture, NULL, &bala); } } if(gameState->player1.muerto == 1 || gameState->player2.muerto == 1) { ///Dibujar GameOver SDL_Rect gameOver = {0,0,640,480}; SDL_RenderCopy(renderer, gameState->gameOver, NULL, &gameOver); } ///We are done drawing, "present" or show to the screen what we've drawn SDL_RenderPresent(renderer); }