Beispiel #1
0
/* Redraw the intro screen */
void draw_intro_screen (void)
{
    SDL_FillRect (screen, NULL, 0);
    draw_starfield ();
    draw_menu (screen, intro_menu);
    if (intr_message.show)
        intro_draw_message ();
    SDL_UpdateRect (screen, 0, 0, 0, 0);
}
Beispiel #2
0
void draw()
{
    clear_buffer(SDL_GetVideoSurface());
    draw_starfield(stars);
    draw_ship(ship);
}
Beispiel #3
0
static void
cloak_draw(void *data)
{
   switch (opt.cloak_anim)
     {
     case 0:
	{
	   blank_buf();
	   break;
	}
     case 1:
	{
	   load_val = (opt.quality / 2);
	   draw_flame();
	   break;
	}
     case 2:
	{
	   draw_radar();
	   break;
	}
     case 3:
	{
	   draw_aa_radar();
	   break;
	}
     case 4:
	{
	   draw_aa_triangle();
	   break;
	}
     case 5:
	{
	   draw_aa_star();
	   break;
	}
     case 6:
	{
	   draw_starfield();
	   break;
	}
     case 7:
	{
	   draw_aa_starfield();
	   break;
	}
     case 8:
	{
	   draw_rotator();
	   break;
	}
     case 9:
	{
	   draw_scanner();
	   break;
	}
     case 10:
	{
	   draw_colorwarp();
	   break;
	}
     case 11:
	{
	   draw_ball();
	   break;
	}
     case 12:
	{
	   draw_atoms();
	   break;
	}
     case 13:
	{
	   draw_text();
	   break;
	}
     case 14:
	{
	   draw_sine();
	   break;
	}
     case 15:
	{
	   draw_funky_rotator();
	   break;
	}
     default:
	{
	   blank_buf();
	   break;
	}
     }
   Epplet_paste_buf(buf, win, 0, 0);
   Epplet_timer(cloak_draw, NULL, opt.draw_interval, "DRAW_TIMER");
   return;
   data = NULL;
}
Beispiel #4
0
/**
 * Updates the starfield; runs once per frame.
 *
 * This performs any update logic that needs to occur and then draws
 * all stars.
 */
void update_starfield(BITMAP *buffer) {
    set_star_pos_algo();
    move_starfield();
    draw_starfield(buffer);
}