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); }
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++; }