Created
November 18, 2017 14:37
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void render() { | |
// Clear screen | |
SDL_RenderClear(gRenderer); | |
// Render zombies | |
for (int i = 0; i < ZOMBIE_COUNT; i++) { | |
if (zombies[i].alive) { | |
SDL_Rect srcZombie = { .x = (zombies[i].frameX / zombieAnimSpeed) * zombieWidth, .y = zombies[i].frameY * zombieHeight, .w = zombieWidth, .h = zombieHeight }; | |
SDL_Rect dstZombie = { .x = (int)zombies[i].x, .y = (int)zombies[i].y, .w = zombieWidth, .h = zombieHeight }; | |
SDL_RendererFlip flip = zombies[i].dir == 1 ? SDL_FLIP_NONE : SDL_FLIP_HORIZONTAL; | |
SDL_RenderCopyEx(gRenderer, zombieTexture, &srcZombie, &dstZombie, 0, NULL, flip); | |
} | |
} | |
// Update the screen | |
SDL_RenderPresent(gRenderer); | |
// Update animation frame | |
for (int i = 0; i < ZOMBIE_COUNT; i++) { | |
zombies[i].frameX++; | |
if (zombies[i].alive && zombies[i].frameX / zombieAnimSpeed >= 4) { | |
zombies[i].frameX = 0; | |
} | |
} | |
} |
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