void InformationState::Execute(StateMachine* pStateMachine) { Draw(); UpdateInputs(pStateMachine); }
void UpdateVersus(){ if(!pause){ UpdateStage(stage); if((f2.state!=DEAD)&&(f1.state!=DEAD)){ if(f1.state!=HIT&&f1.state!=DEAD) UpdateFrame(&f1); if(f2.state!=HIT&&f2.state!=DEAD) UpdateFrame(&f2); UpdateInputs(&f1,p1input); UpdateInputs(&f2,p2input); ProcessInputs(&f1); ProcessInputs(&f2); FighterThink(&f2); FighterThink(&f1); FighterUpdate(&f1); FighterUpdate(&f2); } if(nexttimer>0){ if(f2.state==DEAD && f1.state==DEAD) DrawSprite(drawvic,screen,0,0,0); else if(f2.state==DEAD) DrawSprite(p1vic,screen,0,0,0); else DrawSprite(p2vic,screen,0,0,0); nexttimer--; }if(nexttimer==0){ nexttimer--; if(stage==ST_PLATFORM) stage = ST_FIELD; else stage = ST_PLATFORM; ClearFighter(&f1); ClearFighter(&f2); InitVersus(); } } else DrawPause(pausescr); }