/*get the mouse x and y position*/ AEInputGetCursorPosition(&mouseX, &mouseY); AEGfxConvertScreenCoordinatesToWorld(mouseX, mouseY, &mouseInWorldX, &mouseInWorldY); /*only draw line if it's the wall and left click/hold on mouse occurs*/ if ((mouseInWorldX > (wallX - xHalfSize) && mouseInWorldX < (wallX + xHalfSize)) && (mouseInWorldY > (wallY - yHalfSize) && mouseInWorldY < (wallY + yHalfSize)) && (AEInputCheckCurr(RI_MOUSE_LEFT_BUTTON_DOWN))) { /*mesh for line, needs to be updated with loop*/ AEGfxMeshStart(); AEGfxVertexAdd(playerX + xHalfSize, playerY, 0xFFFF0000, 0.0f, 0.0f); AEGfxVertexAdd(mouseInWorldX, mouseInWorldY, 0xFFFF0000, 0.0f, 0.0f); meshLine = AEGfxMeshEnd(); AE_ASSERT_MESG(meshLine, "Failed to create line!"); /*draw line*/ AEGfxSetRenderMode(AE_GFX_RM_COLOR); AEGfxSetPosition(0.0f, 0.0f); AEGfxMeshDraw(meshLine, AE_GFX_MDM_LINES_STRIP); }