#include "render.h" float render_zoom = 2.0F; Texture2D render_texture [render_texture_count]; void render_sprite (int sprite, int x, int y, int u, int v, int width, int height) { DrawTextureRec (icons, (Rectangle) { u, v, width, height }, (Vector2) { x, y }, WHITE); } void render_string (char * string, int x, int y) { DrawText (text, x + 6, y + 6, FONT_SIZE, WHITE); } static void render_clean_up (void) { CloseWindow (); } void render_configure (void) { InitWindow (1800, 900, "EAX"); SetExitKey (KEY_ESCAPE); SetTargetFPS (60); atexit (render_clean_up); render_texture [ui] = LoadTexture ("sprite/menu/menu.png"); SetTextureFilter (render_texture [ui], TEXTURE_FILTER_POINT); render_texture [traits] = LoadTexture ("sprite/menu/traits.png"); render_texture [skills] = LoadTexture ("sprite/menu/skills.png"); render_texture [values] = LoadTexture ("sprite/menu/values.png"); render_texture [units] = LoadTexture ("sprite/menu/units.png"); render_texture [blocks] = LoadTexture ("sprite/menu/blocks.png"); ashlands_data = LoadTexture ("sprite/world/ashlands.png"); //~Texture2D vvv = LoadTexture ("sprite/orc/manor.png"); unit_data [orc] = LoadTexture ("sprite/orc/units.png"); unit_data [human] = LoadTexture ("sprite/human/units.png"); unit_data [elf] = LoadTexture ("sprite/elf/units.png"); }