Beispiel #1
0
void game_ui_draw(sfRenderWindow *main_window,jnx_list *draw_queue)
{
  sfRenderWindow_drawText(main_window,player_health_text,NULL);
  sfRenderWindow_drawText(main_window,current_kill_count,NULL);
  sfRenderWindow_drawText(main_window,current_level_count,NULL);
  radar_draw(main_window,draw_queue);
}
Beispiel #2
0
void view_loop_draw(int tick)
{
	if (tick<view.time.draw_tick) return;
	view.time.draw_tick=tick+view.time.draw_time;
	
		// texture setup
	
	map_setup_animated_textures(&map,tick);
	map_mesh_poly_run_shifts(&map,tick);

		// start frame
		
	if (!fog_solid_on()) {
		gl_frame_start(NULL);
	}
	else {
		gl_frame_start(&map.fog.col);		// is obscuring fog on, then background = fog color
	}

		// draw frame
		
	view_draw(tick);
	hud_draw(tick);
	radar_draw(tick);
	network_draw(tick);
	
	gl_frame_end();

	view.fps.count++;
}