Beispiel #1
0
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);
        }
    }
}
Beispiel #2
0
//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();
}
Beispiel #3
0
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;
}