void StateMenu::RenderPlay() { switch( m_SubState_Play ) { case PlayState::INITPLAYER : { return; } break; case PlayState::WAITPLAYER: { RenderTiles(); } break; case PlayState::EXECUTE: { RenderTiles(); } break; case PlayState::GAMEOVER: { } break; } // draw player next number Player* playernow; if( m_PlayerTurn == PlayerType::B ) { playernow = &m_Player_B; // blue unsigned int nnumb = playernow->Numbers[ playernow->NumberIndex+1 ]; char temp[8]; itoa( nnumb , temp, 10); wchar_t* tempwch = UTF8ToWChar( temp ); if( nnumb < 10 ) m_SprFont->DrawString( m_XDSystem->Renderer->SpriteBatchs[ XDGameRenderer::EBATCH::L1 ] , tempwch, XMFLOAT2( 731, 384 ), Colors::OrangeRed, 0 ); else m_SprFont->DrawString( m_XDSystem->Renderer->SpriteBatchs[ XDGameRenderer::EBATCH::L1 ] , tempwch, XMFLOAT2( 724, 384 ), Colors::OrangeRed, 0 ); delete[] tempwch; } else { playernow = &m_Player_A; unsigned int nnumb = playernow->Numbers[ playernow->NumberIndex+1 ]; char temp[8]; itoa( nnumb , temp, 10); wchar_t* tempwch = UTF8ToWChar( temp ); if( nnumb < 10 ) m_SprFont->DrawString( m_XDSystem->Renderer->SpriteBatchs[ XDGameRenderer::EBATCH::L1 ] , tempwch, XMFLOAT2( 731, 54 ), Colors::OrangeRed, 0 ); else m_SprFont->DrawString( m_XDSystem->Renderer->SpriteBatchs[ XDGameRenderer::EBATCH::L1 ] , tempwch, XMFLOAT2( 724, 54 ), Colors::OrangeRed, 0 ); delete[] tempwch; } }
void Renderer::RenderGameObjects() { RenderBalls(); RenderTiles(); RenderPaddles(); RenderBullets(); RenderBonusBoxes(); RenderParticles(); }