void draw::drawMap(sf::RenderWindow &mainWindow, const char (&loadedMap)[20][20], bool gameOver){ for(int j = 0; j < 20; j++){ for(int i = 0; i < 20; i++){ if(loadedMap[i][j] == '1') wallType(i, j, loadedMap, mainWindow); else if(loadedMap[i][j] == '3' && !gameOver) drawPebble(mainWindow, i, j); else if(loadedMap[i][j] == '4' && !gameOver) drawPower(mainWindow, i, j); } } }
//The main game loop void runGame(void) { undrawPlayers(); //Update player structs updateActions(); int i; //Draws the player for (i = 0; i < numPlayers; i++) { if(p[i].alive)updatePlayer(i); } //Redraw UI drawBullet(p[turn].bulletType); drawGas(p[turn].gas); drawPower(p[turn].power); updateScreen(); }
bool nnView::draw(void) { bool res = false; int x, y; nnPoint map = {0}; if (parent) { IManager *manager = parent->getManager(); IViewGlue * glue = parent->getView(); if (glue != nullptr) { nnObjManager & mn = *dynamic_cast<nnObjManager*>(manager); nnPoint off = glue->getOffsetView(); nnPoint map = glue->getMap(); InnObj *obj; res = true; map += off; for (y = off.y; y < map.y; y++) { for (x = off.x; x < map.x; x++) { obj = manager->getObj(x, y); if (obj) { res &= drawObj(obj, x, y, glue); } else { res &= drawBkg(x, y, glue); } } } } if (res) { drawPower(glue); } } return res; }