Ejemplo n.º 1
0
void	ray_of_death_draw( const ray_of_death_t *rod )
{
	glColor4f(0.0, 0.1, 1.0, rod->intensity);
	glBegin(GL_LINE_STRIP);
	glVertex2f(rod->body.pos->x, rod->body.pos->y);
	glVertex2f(rod->body.pos->x + rod->direction.x, rod->body.pos->y + rod->direction.y);
	glEnd();
	int i;
	for(i = 0; i < 100; i++)
	{
		particle[i].color.alpha = sqrt(sqrt(rod->intensity+1));
		particle_draw(&particle[i]);
	}
}
Ejemplo n.º 2
0
void draw(void)
{
    SDL_FillRect(scaled, 0, SDL_MapRGB(scaled->format, 0, 0, 0));
    if(title){
        upscaleCopy(scaled, titlesurf, 2);
    } else {
        SDL_FillRect(s, 0, SDL_MapRGB(s->format, 0, 0, 0));
        if (SDL_MUSTLOCK(s)) SDL_LockSurface(s);
        planet_draw(s);
        particle_draw(s);
        if (SDL_MUSTLOCK(s)) SDL_UnlockSurface(s);
        actor_draw(player, s);
        upscaleCopy(scaled, s, 2);
    }
}