void ship_draw(SHIP *ship, bool thrusting) { if(ship->explosion != NULL) { animation_draw(ship->explosion); return; } ALLEGRO_BITMAP *current_sprite; /* this creates a flashing thrust visualization * not _exactly_ like the original (too fast), but close. (FIXME) */ current_sprite = ship->sprite; if(thrusting && !ship->thrust_visible) current_sprite = ship->thrust_sprite; al_draw_rotated_bitmap( current_sprite, ship->width / 2, ship->height / 2, ship->position->x, ship->position->y, deg2rad(ship->angle), DRAWING_FLAGS); ship->thrust_visible = (ship->thrust_visible) ? false : true; }
void sprite_draw(sprite *sp) { animation_draw(sp->anim, sp->x, sp->y, sp->direction); // g_print("%d ", fixtoi(sp->direction)); }
void personagem_draw(personagem * p){ animation_draw(p->animacao_atual, p->x, p->y); flecha_draw(&p->f); }