void renderGameplay(App *app){ SDL_BlitSurface(app->game.board.image, NULL, app->screen, NULL); renderDebug(app); if(app->game.winner){ app->game.winner->grabbing = 0; } if(app->game.head.body.life <= 0){ app->game.allan.body.action = ACTION_DEATH; app->game.indy.body.action = ACTION_DEATH; renderGameOver(app); } if(app->game.winner){ renderWinner(app); } renderLifeBars(app); renderEnemies(app); renderPlayer(app, &app->game.indy); renderPlayer(app, &app->game.allan); renderHead(app); renderHints(app); checkPlayerLife(&app->game.indy, app); checkPlayerLife(&app->game.allan, app); }
void Game::render() { if (m_GameOver) { renderGameOver(); return; } for (auto& entity : m_Entities) entity.second->render(); renderText(320.f, 20.f, "Score: " + util::toString(m_Score), 0.f, 1.f, 1.f); renderLivesText(); }