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@@ -100,6 +100,7 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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{ |
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int i, n; |
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int window_w, window_h; |
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SDL_Rect temp; |
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SDL_Rect *position, *velocity; |
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SDL_SelectRenderer(window); |
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@@ -138,13 +139,52 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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SDL_RenderFill(NULL); |
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/* Draw two red points to make sure they show up correctly */ |
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/* Test points */ |
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SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF); |
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SDL_RenderPoint(0, 0); |
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SDL_RenderPoint(window_w-1, 0); |
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SDL_RenderPoint(0, window_h-1); |
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SDL_RenderPoint(window_w-1, window_h-1); |
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/* Test horizontal and vertical lines */ |
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SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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SDL_RenderLine(1, 0, window_w-2, 0); |
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SDL_RenderLine(1, window_h-1, window_w-2, window_h-1); |
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SDL_RenderLine(0, 1, 0, window_h-2); |
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SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2); |
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/* Test fill */ |
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SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF); |
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temp.x = window_w-sprite_w-1; |
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temp.y = 1; |
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temp.w = sprite_w; |
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temp.h = sprite_h; |
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SDL_RenderFill(&temp); |
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temp.x = 1; |
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temp.y = window_h-sprite_h-1; |
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temp.w = sprite_w; |
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temp.h = sprite_h; |
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SDL_RenderFill(&temp); |
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/* Test copy */ |
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temp.x = 1; |
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temp.y = 1; |
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temp.w = sprite_w; |
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temp.h = sprite_h; |
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SDL_RenderCopy(sprite, NULL, &temp); |
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temp.x = window_w-sprite_w-1; |
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temp.y = window_h-sprite_h-1; |
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temp.w = sprite_w; |
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temp.h = sprite_h; |
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SDL_RenderCopy(sprite, NULL, &temp); |
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/* Test diagonal lines */ |
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SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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SDL_RenderLine(sprite_w, sprite_h, |
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window_w-sprite_w-2, window_h-sprite_h-2); |
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SDL_RenderLine(window_w-sprite_w-2, sprite_h, |
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sprite_w, window_h-sprite_h-2); |
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/* Move the sprite, bounce at the wall, and draw */ |
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n = 0; |
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for (i = 0; i < num_sprites; ++i) { |
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