scene_loader.c
void FillCavnasWithMapArray(SceneData* scene_data, Canvas* game_canvas){
	
	RGB sand_color = {
		.R = SAND_COLOR_R,
		.G = SAND_COLOR_G,
		.B = SAND_COLOR_B
	};

	for(int x = 0; x < DISPLAY_WIDTH; x++){
		int sand_y = scene_data[CURRENT_SCENE].game_map_array[x];
		for(int y = sand_y; y < DISPLAY_HEIGHT; y++){
			ColorCanvasPixel(x, y, &sand_color, game_canvas);
		}
	}
}
/*  Fill our game canvas with sand  */
Fill our game canvas with sand
Fill our game canvas with sand
void FillCavnasWithMapArray(SceneData* scene_data, Canvas* game_canvas){
	RGB sand_color = {
		.R = SAND_COLOR_R,
		.G = SAND_COLOR_G,
		.B = SAND_COLOR_B
	};
	for(int x = 0; x < DISPLAY_WIDTH; x++){
		int sand_y = scene_data[CURRENT_SCENE].game_map_array[x];
		for(int y = sand_y; y < DISPLAY_HEIGHT; y++){
			ColorCanvasPixel(x, y, &sand_color, game_canvas);
		}
	}
}
void FillCavnasWithMapArray ( SceneData * scene_data , Canvas * game_canvas ) { RGB sand_color = { . R = SAND_COLOR_R , . G = SAND_COLOR_G , . B = SAND_COLOR_B } ; for ( int x = 0 ; x < DISPLAY_WIDTH ; x ++ ) { int sand_y = scene_data [ CURRENT_SCENE ] . game_map_array [ x ] ; for ( int y = sand_y ; y < DISPLAY_HEIGHT ; y ++ ) { ColorCanvasPixel ( x , y , & sand_color , game_canvas ) ; } } }
Fill our game canvas with sand
Fill our game canvas with sand