/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "world.h" void holdemRenderWorldInit() { GAME_STATE.tablePrimitive = pokerTableCreate(); GAME_STATE.tableTexture = assetTextureLoad("pokertable.png"); } void holdemRenderWorld() { uint8_t i, j; pokerplayer_t *player; uint8_t seat; // Poker Table shaderUsePositionAndScale(GAME_STATE.shaderWorld, 0, -0.01, 0, 0, 0, 0, 3.4, 3.4, 3.4 ); shaderUseTexture(GAME_STATE.shaderWorld, GAME_STATE.tableTexture); primitiveDraw(GAME_STATE.tablePrimitive, 0, -1); // Render the dealer and her hand holdemRenderPlayer(HOLDEM_GAME_SEAT_DEALER); for(i = 0x00; i < GAME_STATE.cardsFacing; i++) { holdemRenderCardForSeat( HOLDEM_GAME_SEAT_DEALER, GAME_STATE.cards[i], HOLDEM_GAME_CARD_SLOT_FLOP0 + i ); } // Test for(i = 0x00; i < POKER_PLAYER_COUNT; i++) { player = GAME_STATE.players + i; seat = holdemRenderPlayerGetSeatForPlayer(i); holdemRenderPlayer(seat); if(player->state & POKER_PLAYER_STATE_SHOWING) continue; for(j = 0x00; j < player->cardCount; j++) { holdemRenderCardForSeat(seat, player->cards[j], HOLDEM_GAME_CARD_SLOT_HAND0+j); } } holdemRenderChip(); }