#include "draw_states.h" void draw_game(Game_Data *data) { //draw the player and the lines drawPlayer(&(data->cam), data->player_angle, data->nb_lines); drawDiagonals(data->cam, data->nb_lines); //showing the walls if(data->list != NULL) drawWalls(data->list, &(data->cam), data->nb_lines); } void draw_title(Game_Data *data) { } void draw_menu(Game_Data *data) { } void draw_game_over(Game_Data *data) { } //draws the player //at first, was supposed to draw an hexagon in the center, plus a triangle to show the player, //but the hexagon was not visible, and it was a pixel mess, so we're showing a circle instead. //there is still for code to calculate the vertices of the hexagon, in case we want to change that again void drawPlayer(Camera *cam, int player_angle, int nb_lines) { int x[32]; int y[32]; int i = 0; int angle = 0; for(i = 0; i < nb_lines; ++i) { angle = i * 360 / nb_lines; x[i] = (8. + cam->zoom)*cos(PI * (angle + cam->angle)/180.) + cam->cX; y[i] = (8. + cam->zoom)*sin(PI * (angle + cam->angle)/180.) + cam->cY; } //draw the aforementionned circle, depending on the camera's center //ML_filled_circle(cam.cX, cam.cY, 6, BLACK); ML_polygone(x, y, nb_lines, BLACK); //draw the player. At such a low scale, it was impossible to draw a rotating triangle, so its a radius 1 circle instead. ML_filled_circle((9. + cam->zoom)*cos( PI*(player_angle + cam->angle)/180) + cam->cX, (9. + cam->zoom)*sin( PI*(player_angle+cam->angle)/180) + cam->cY, 1, BLACK); } //draws one of the three rotating lines void drawDiagonals(Camera cam, int nb_lines) { int tmp_angle = cam.angle; float tmp_angle_rad = 0.0f; int i = 0; float x1 = 0.0f, y1 = 0.0f, x2 = 0.0f, y2 = 0.0f; do{ tmp_angle_rad = tmp_angle * PI / 180.0f; x1 = 9.0f * cos(tmp_angle_rad); y1 = 9.0f * sin(tmp_angle_rad); x2 = 64.0f * cos(tmp_angle_rad); y2 = 64.0f * sin(tmp_angle_rad); ML_line(x1 + cam.cX, y1 + cam.cY, x2 + cam.cX, y2 + cam.cY, BLACK); tmp_angle += (360 / nb_lines); if(tmp_angle >= 360)tmp_angle = tmp_angle - 359; i++; }while(i < nb_lines); }