Some more progress
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24
items/item.c
24
items/item.c
@@ -3,8 +3,6 @@
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//
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#include "item.h"
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#include "../tiles/tile.h"
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#include "../util/util.h"
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#include "../player/player.h"
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#include "../util/font.h"
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#include <dirent.h>
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@@ -257,18 +255,18 @@ void renderItem(ItemOnBelt item, SDL_Renderer *renderer, int lane) {
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char tempStr[50];
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SDL_Rect rectA = {0};
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rectA.x = item.tileX * TILE_SIZE;
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rectA.y = item.tileY * TILE_SIZE;
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rectA.w = TILE_SIZE;
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rectA.h = TILE_SIZE;
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sprintf(tempStr, "L%d\n%f\n%f\n%f", lane, item.offset, xOffset, yOffset);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32);
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adjustRect(&rectA);
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SDL_RenderFillRect(renderer, &rectA);
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// SDL_Rect rectA = {0};
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// rectA.x = item.tileX * TILE_SIZE;
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// rectA.y = item.tileY * TILE_SIZE;
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// rectA.w = TILE_SIZE;
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// rectA.h = TILE_SIZE;
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// sprintf(tempStr, "L%d\n%f\n%f\n%f", lane, item.offset, xOffset, yOffset);
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// SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32);
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// adjustRect(&rectA);
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// SDL_RenderFillRect(renderer, &rectA);
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SDL_RenderCopy(renderer, ItemRegistry[item.type].textureOnBelt[ORIENT_LEFT], NULL, &rect);
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renderText(renderer, fonts[3], tempStr, rectA.x, rectA.y);
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// renderText(renderer, fonts[3], tempStr, rectA.x, rectA.y);
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}
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void renderBeltItems(SDL_Renderer *renderer) {
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