scene_loader.c
void DrawWindSpeeds(SceneData* scene_data, Canvas* game_canvas, RGB* color){

	// Draw wind speed to display
	switch(scene_data[CURRENT_SCENE].wind_speed_index){
		case WIND_LEVEL_STRONGEST_LEFT:
			DrawText(game_canvas, "Wind: <<<", 30, 20, 5, color);
			break;
		case WIND_LEVEL_STRONG_LEFT:
			DrawText(game_canvas, "Wind:  <<", 30, 20, 5, color);
			break;
		case WIND_LEVEL_WEAKER_LEFT:
			DrawText(game_canvas, "Wind:   <", 30, 20, 5, color);
			break;
		case WIND_LEVEL_NONE:
			DrawText(game_canvas, "Wind:  | ", 30, 20, 5, color);
			break;
		case WIND_LEVEL_WEAKER_RIGHT:
			DrawText(game_canvas, "Wind:   >", 30, 20, 5, color);
			break;
		case WIND_LEVEL_STRONG_RIGHT:
			DrawText(game_canvas, "Wind:  >>", 30, 20, 5, color);
			break;
		case WIND_LEVEL_STRONGEST_RIGHT:
			DrawText(game_canvas, "Wind: >>>", 30, 20, 5, color);
			break;
	}
	return;
}
/*  This function encodes wind speed information to display and informs user of 
    the wind situation  */
This function encodes wind speed information to display and informs user of
the wind situation
This function encodes wind speed information to display and informs user of the wind situation
void DrawWindSpeeds(SceneData* scene_data, Canvas* game_canvas, RGB* color){
	switch(scene_data[CURRENT_SCENE].wind_speed_index){
		case WIND_LEVEL_STRONGEST_LEFT:
			DrawText(game_canvas, "Wind: <<<", 30, 20, 5, color);
			break;
		case WIND_LEVEL_STRONG_LEFT:
			DrawText(game_canvas, "Wind:  <<", 30, 20, 5, color);
			break;
		case WIND_LEVEL_WEAKER_LEFT:
			DrawText(game_canvas, "Wind:   <", 30, 20, 5, color);
			break;
		case WIND_LEVEL_NONE:
			DrawText(game_canvas, "Wind:  | ", 30, 20, 5, color);
			break;
		case WIND_LEVEL_WEAKER_RIGHT:
			DrawText(game_canvas, "Wind:   >", 30, 20, 5, color);
			break;
		case WIND_LEVEL_STRONG_RIGHT:
			DrawText(game_canvas, "Wind:  >>", 30, 20, 5, color);
			break;
		case WIND_LEVEL_STRONGEST_RIGHT:
			DrawText(game_canvas, "Wind: >>>", 30, 20, 5, color);
			break;
	}
	return;
}
void DrawWindSpeeds ( SceneData * scene_data , Canvas * game_canvas , RGB * color ) { switch ( scene_data [ CURRENT_SCENE ] . wind_speed_index ) { case WIND_LEVEL_STRONGEST_LEFT : DrawText ( game_canvas , " " , 30 , 20 , 5 , color ) ; break ; case WIND_LEVEL_STRONG_LEFT : DrawText ( game_canvas , " " , 30 , 20 , 5 , color ) ; break ; case WIND_LEVEL_WEAKER_LEFT : DrawText ( game_canvas , " " , 30 , 20 , 5 , color ) ; break ; case WIND_LEVEL_NONE : DrawText ( game_canvas , " " , 30 , 20 , 5 , color ) ; break ; case WIND_LEVEL_WEAKER_RIGHT : DrawText ( game_canvas , " " , 30 , 20 , 5 , color ) ; break ; case WIND_LEVEL_STRONG_RIGHT : DrawText ( game_canvas , " " , 30 , 20 , 5 , color ) ; break ; case WIND_LEVEL_STRONGEST_RIGHT : DrawText ( game_canvas , " " , 30 , 20 , 5 , color ) ; break ; } return ; }
This function encodes wind speed information to display and informs user of
the wind situation
This function encodes wind speed information to display and informs user of the wind situation
// Draw wind speed to display