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Diffstat (limited to 'game.c')
-rw-r--r--game.c11
1 files changed, 7 insertions, 4 deletions
diff --git a/game.c b/game.c
index c9571e1..45c029f 100644
--- a/game.c
+++ b/game.c
@@ -75,7 +75,7 @@ int player_action( signed int xdiff, signed int ydiff, struct level_struct *curr
}
-int play_level(SDL_Renderer* renderer, struct level_struct *currentlevel, SDL_Texture * surf_screen )
+int play_level(SDL_Renderer* renderer, struct level_struct *currentlevel, SDL_Texture *surf_screen)
{
// Loop until the user completes the level
int player_status = PLAYER_IS_OK;
@@ -160,7 +160,6 @@ int play_level(SDL_Renderer* renderer, struct level_struct *currentlevel, SDL_Te
void game_loop(SDL_Renderer* renderer, SDL_Texture* surf_screen)
{
-
struct level_struct currentlevel;
level_load_resources(renderer, &currentlevel ); // load pixmaps
@@ -186,7 +185,6 @@ void game_loop(SDL_Renderer* renderer, SDL_Texture* surf_screen)
// Main game loop
level_state = play_level(renderer, &currentlevel, surf_screen );
-
}
// When the game loop ends, then the user has successfully completed the level, and we can move on
@@ -195,8 +193,13 @@ void game_loop(SDL_Renderer* renderer, SDL_Texture* surf_screen)
// The user has now completed all of the game
// Show them the winning screen
+ //SDL_BlitSurface( surf_title, NULL, surf_screen, NULL); // Draw menu
+
+ SDL_Surface* surf_win_screen = currentlevel.surf_winning_screen;
+ SDL_UpdateTexture(surf_screen, NULL, surf_win_screen->pixels, surf_win_screen->pitch);
+
SDL_RenderClear(renderer);
- SDL_RenderCopy(renderer, currentlevel.surf_winning_screen, NULL, NULL);
+ SDL_RenderCopy(renderer, surf_screen, NULL, NULL);
SDL_RenderPresent(renderer);
SDL_Delay(20 * 1000); // 20 * 1000msecs = 20 seconds