Beispiel #1
0
void Player::render(int x, int y, SDL_Surface* screen) {
	if(shipState) {
		renderSea(x,y,screen);
	} else {
		renderLand(x,y,screen);
	}
}
Beispiel #2
0
void SeaActor::renderPerspective()
{


    glPolyFmt(POLY_ALPHA(20) | POLY_ID(BG_FX1_POLYID) | POLY_CULL_NONE);
    glColor3b(10, 50, 255);

    setTexture(13);

    ydelta = 0;
    renderSea(-6, 6, -10, -5, 1, false);
    renderSea(-10, 10, -5, -2, 1, true);
    renderSea(-18, 18, -2, 5, 2, true);
    renderSea(-20, 22, 6, 12, 4, true);

}
Beispiel #3
0
void renderScene(bool miniMapOption)
{
    light.makeLight();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  // limpar o depth buffer

    glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	if(miniMapOption)
        miniMapCam.setMiniMapCam();
    else
        cam.updateCam(game_map.player);

	loadPlayer();
	loadEnemies();
	loadIsland();
    glBindTexture(type, texture);
	renderSea();

	if(!PlaySound("Sounds\\56_Rocket_Tower_Takeover.wav", NULL, SND_ASYNC|SND_FILENAME|SND_LOOP|SND_NOSTOP ))
        PlaySound("Sounds\\56_Rocket_Tower_Takeover.wav", NULL, SND_ASYNC|SND_FILENAME|SND_LOOP|SND_NOSTOP );
}