diff --git a/travail_de_groupe/chef_oeuvre/Res/empty_bucket.png b/travail_de_groupe/chef_oeuvre/Res/empty_bucket.png new file mode 100755 index 0000000000000000000000000000000000000000..a883dbc437bdfbacc65fde9c2693edc92708db26 Binary files /dev/null and b/travail_de_groupe/chef_oeuvre/Res/empty_bucket.png differ diff --git a/travail_de_groupe/chef_oeuvre/Res/filled_bucket.png b/travail_de_groupe/chef_oeuvre/Res/filled_bucket.png new file mode 100755 index 0000000000000000000000000000000000000000..74c9e04dabe9c9f58e819d3d34b10f3b46bf9c1f Binary files /dev/null and b/travail_de_groupe/chef_oeuvre/Res/filled_bucket.png differ diff --git a/travail_de_groupe/chef_oeuvre/src/render.c b/travail_de_groupe/chef_oeuvre/src/render.c index c2a9c782afd5ef218703fa09c54054671a33b3f2..21152dc313053303890a8ac1a1006711708dc857 100644 --- a/travail_de_groupe/chef_oeuvre/src/render.c +++ b/travail_de_groupe/chef_oeuvre/src/render.c @@ -41,6 +41,12 @@ SDL_Texture * fireTexture; SDL_Surface * waterSurface; SDL_Texture * waterTexture; +SDL_Surface * emptyBucketSurface; +SDL_Texture * emptyBucketTexture; + +SDL_Surface * filledBucketSurface; +SDL_Texture * filledBucketTexture; + void createWindow(){ if (SDL_Init(SDL_INIT_VIDEO) != 0){ @@ -170,6 +176,25 @@ void drawFire(){ } } +void drawPlayerWaterLevel(){ + int borderWidth = (screenDimension.w - (MAPSIZE * CELLSIZE)) / 2; + SDL_Rect rect; + rect.h = borderWidth/4; + rect.w = borderWidth/4; + int count = player.waterLevel; + for (int i=0; i<3; i++){ + rect.x = (i*rect.h); + rect.y = screenDimension.h/4; + if (count){ + count--; + SDL_RenderCopy(renderer, filledBucketTexture, NULL, &rect); + } + else { + SDL_RenderCopy(renderer, emptyBucketTexture, NULL, &rect); + } + } +} + void drawGame(){ SDL_RenderClear(renderer); drawBackgroundSides(); @@ -216,6 +241,12 @@ void mainLoop(){ waterSurface = IMG_Load("Res/water.png"); waterTexture = SDL_CreateTextureFromSurface(renderer, waterSurface); + emptyBucketSurface = IMG_Load("Res/empty_bucket.png"); + emptyBucketTexture = SDL_CreateTextureFromSurface(renderer, emptyBucketSurface); + + filledBucketSurface = IMG_Load("Res/filled_bucket.png"); + filledBucketTexture = SDL_CreateTextureFromSurface(renderer, filledBucketSurface); + SDL_FreeSurface(grassSurface); SDL_FreeSurface(treeSurface); SDL_FreeSurface(hoverSurface);