void actors_draw(Actors * self) { for (int y = 0; y < self->h; y += 1) { for (int x = 0; x < self->w; x += 1) { Item * i = self->tilemap[x + self->w * y] .item; if (i) { item_draw_shadow(i); } LandArray * arr = self->tilemap[x + self->w * y] .actors; if (arr) { {LandArrayIterator __iter0__ = LandArrayIterator_first(arr) ; for (Actor * a = LandArrayIterator_item(arr, & __iter0__) ; LandArrayIterator_next(arr, & __iter0__) ; a = LandArrayIterator_item(arr, & __iter0__)) { actor_draw_shadow(a); } } } } } for (int y = 0; y < self->h; y += 1) { for (int x = 0; x < self->w; x += 1) { Item * i = self->tilemap[x + self->w * y] .item; if (i) { item_draw(i); } LandArray * arr = self->tilemap[x + self->w * y] .actors; if (arr) { {LandArrayIterator __iter1__ = LandArrayIterator_first(arr) ; for (Actor * a = LandArrayIterator_item(arr, & __iter1__) ; LandArrayIterator_next(arr, & __iter1__) ; a = LandArrayIterator_item(arr, & __iter1__)) { actor_draw(a); } } } } } }
void draw(void) { SDL_FillRect(scaled, 0, SDL_MapRGB(scaled->format, 0, 0, 0)); if(title){ upscaleCopy(scaled, titlesurf, 2); } else { SDL_FillRect(s, 0, SDL_MapRGB(s->format, 0, 0, 0)); if (SDL_MUSTLOCK(s)) SDL_LockSurface(s); planet_draw(s); particle_draw(s); if (SDL_MUSTLOCK(s)) SDL_UnlockSurface(s); actor_draw(player, s); upscaleCopy(scaled, s, 2); } }