void animal_draw(Entity *entity) { int frame = ((SDL_GetTicks() - animal_now) * 7 / 1000) % 8; switch(entity->state) { case UP: entity->frame = frame; entity_draw(entity, entity->position.x, entity->position.y); break; case RIGHT: entity->frame = frame + 16; entity_draw(entity, entity->position.x, entity->position.y); break; case DOWN: entity->frame = frame + 32; entity_draw(entity, entity->position.x, entity->position.y); break; case LEFT: entity->frame = frame + 48; entity_draw(entity, entity->position.x, entity->position.y); break; case FREE: entity->frame = 0; entity_draw(entity, entity->position.x, entity->position.y); break; } }
void player_draw(){ //need to add other equipment entity_draw(player,player->position.x,player->position.y); player_draw_equip(); hud_draw(graphics_get_player_cam(),player->health, player->maxhealth, player->stamina, player->stamina); }
void entity_draw_all() { int i; for (i = 0;i < __entity_max;i++) { if (__entity_list[i].inuse) { entity_draw(&__entity_list[i]); } } }
void kitten_draw(Kitten * kitty, SDL_Surface * canvas, Camera * cam) { entity_draw(kitty->body, canvas, cam); }
void grue_update(entity *self){ Vec2dAdd(self->position, self->velocity, self->position); entity_draw(self,self->position.x, self->position.y); }