void Player::render(int x, int y, SDL_Surface* screen) { if(shipState) { renderSea(x,y,screen); } else { renderLand(x,y,screen); } }
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); }
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 ); }