scene_loader.c
void DrawAimPath(SceneData* scene_data, Canvas* game_canvas, RGB* color){
	Parabola* parabola = scene_data[SCENE_GAME_MAP].aim_path_public;
	for(int pair = 0; pair < parabola->number_of_pairs; pair++){
		if(pair >= AIM_PATH_PUBLIC_PIXELS_SHOW){
			break; // Show only few pixels
		}
	    short int xx = (short int)parabola->parabolic_path[(pair*2)];
	    short int yy = DISPLAY_HEIGHT-(short int)parabola->parabolic_path[(pair*2)+1];

		CanvasCircle(xx, yy, 2, color, game_canvas);
	}
}
/*  This function draws 'aim_path_public' from scene_data onto canvas from the
	onto active tank  */
This function draws 'aim_path_public' from scene_data onto canvas from the
onto active tank
This function draws ' aim_path_public ' from scene_data onto canvas from the onto active tank
void DrawAimPath(SceneData* scene_data, Canvas* game_canvas, RGB* color){
	Parabola* parabola = scene_data[SCENE_GAME_MAP].aim_path_public;
	for(int pair = 0; pair < parabola->number_of_pairs; pair++){
		if(pair >= AIM_PATH_PUBLIC_PIXELS_SHOW){
			break; 
		}
	    short int xx = (short int)parabola->parabolic_path[(pair*2)];
	    short int yy = DISPLAY_HEIGHT-(short int)parabola->parabolic_path[(pair*2)+1];
		CanvasCircle(xx, yy, 2, color, game_canvas);
	}
}
void DrawAimPath ( SceneData * scene_data , Canvas * game_canvas , RGB * color ) { Parabola * parabola = scene_data [ SCENE_GAME_MAP ] . aim_path_public ; for ( int pair = 0 ; pair < parabola -> number_of_pairs ; pair ++ ) { if ( pair >= AIM_PATH_PUBLIC_PIXELS_SHOW ) { break ; } short int xx = ( short int ) parabola -> parabolic_path [ ( pair * 2 ) ] ; short int yy = DISPLAY_HEIGHT - ( short int ) parabola -> parabolic_path [ ( pair * 2 ) + 1 ] ; CanvasCircle ( xx , yy , 2 , color , game_canvas ) ; } }
This function draws 'aim_path_public' from scene_data onto canvas from the
onto active tank
This function draws ' aim_path_public ' from scene_data onto canvas from the onto active tank
// Show only few pixels