Snake hat Tail und Farben angepasst
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72ca020f27
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84
src/render.c
84
src/render.c
@ -13,67 +13,61 @@ void renderGame(){
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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//Head__________________________________________________
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SDL_SetRenderDrawColor(renderer, 0, 200, 100, 255); //RGB-Farbe Kopf
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SDL_Rect rect;
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rect.x = (game.snake.headX * config.blockSizePx); //Abstand links
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rect.y = (game.snake.headY * config.blockSizePx); //Abstand rechts
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rect.w = config.blockSizePx;
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rect.h = config.blockSizePx;
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SDL_Rect rect; //Rechteck anlegen
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rect.w = config.blockSizePx; //Breite festlegen
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rect.h = config.blockSizePx; //Höhe festlegen
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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//_______Head kreieren__________________________________________________
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); //RGB-Farbe Kopf
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rect.x = (game.snake.headX * config.blockSizePx); //Abstand links
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rect.y = (game.snake.headY * config.blockSizePx); //Abstand rechts
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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//Snake-Baustein kreieren_________________________________________________________________
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for(int i = 1; i>game.snake.length; i++){
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); //RGB-Farbe Tail
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SDL_Rect rect;
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//______Tail kreieren_________________________________________________________________
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for(int i = 1; i<game.snake.length; i++){
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SDL_SetRenderDrawColor(renderer, 15, 179, 15, 255); //RGB-Farbe Tail
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rect.x = (game.snake.tail[i][0] * config.blockSizePx); //Abstand links
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rect.y = (game.snake.tail[i][0] * config.blockSizePx); //Abstand rechts
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rect.w = config.blockSizePx;
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rect.h = config.blockSizePx;
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rect.y = (game.snake.tail[i][1] * config.blockSizePx); //Abstand rechts
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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}
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//Portal kreieren________________________________________________________________________
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//______Portal kreieren________________________________________________________________________
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for (int i = 0; i < game.map.portalCount; i++)
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{
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SDL_SetRenderDrawColor(renderer, 0, 100, 255, 255); //RGB-Farbe Portal
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rect.x = (game.map.portals[i].posX * config.blockSizePx);
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rect.y = (game.map.portals[i].posY * config.blockSizePx);
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{
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//Start-Portal
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SDL_SetRenderDrawColor(renderer, 0, 191, 255, 255); //RGB-Farbe Start-Portal
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rect.x = (game.map.portals[i].posX * config.blockSizePx);
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rect.y = (game.map.portals[i].posY * config.blockSizePx);
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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}
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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//Ausgangs-Portal
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SDL_SetRenderDrawColor(renderer, 0, 0, 200, 255); //RGB-Farbe Start-Portal
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rect.x = (game.map.portals[i].targetX * config.blockSizePx);
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rect.y = (game.map.portals[i].targetY * config.blockSizePx);
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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}
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//_______Food kreieren_________________________________________________________________________
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SDL_SetRenderDrawColor(renderer, 255, 165, 0, 255); //RGB-Farbe Food
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rect.x = (game.foodX*config.blockSizePx); //Abstand links
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rect.y = (game.foodY* config.blockSizePx); //Abstand rechts
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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//Food kreieren_________________________________________________________________________
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SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255); //RGB-Farbe Food
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rect.x = (game.foodX*config.blockSizePx); //Abstand links
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rect.y = (game.foodY* config.blockSizePx); //Abstand rechts
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rect.w = config.blockSizePx;
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rect.h = config.blockSizePx;
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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//Collisions kreieren_________________________________________________________________________
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for(int i = 0; i < game.map.collisionCount; i++){
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); //RGB-Farbe Wand
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//______Collisions kreieren_________________________________________________________________________
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for(int i = 0; i < game.map.collisionCount; i++){
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SDL_SetRenderDrawColor(renderer, 112, 128, 144, 255); //RGB-Farbe Wand
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rect.x = (game.map.collisions[i].posX*config.blockSizePx); //Abstand links
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rect.y = (game.map.collisions[i].posY* config.blockSizePx); //Abstand rechts
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rect.w = config.blockSizePx;
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rect.h = config.blockSizePx;
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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}
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}
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SDL_RenderPresent(renderer); //Fenster aktualisieren
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SDL_RenderPresent(renderer); //Fenster aktualisieren
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}
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