void render() { glClear(GL_COLOR_BUFFER_BIT); //glViewport(0, 0, 640, 480); /* glMatrixMode(GL_PROJECTION); */ /* glLoadIdentity(); */ /* gluOrtho2D(0, 320, 240, 0); */ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(1.25,1.25,1.25); drawBackground(); if (help) { drawEnemySet(helplevel); drawDefenses(helplevel); drawShip(helpship); drawShots(helplevel); drawHelpText(); } else { drawEnemySet(level); drawDefenses(level); drawShip(ship); drawShots(level); drawGameText(); } glFlush(); glutSwapBuffers(); }
void GameUpdate(BW::bitmap *pSurface, BW::bounds *pBounds) { updateImageDrawingData(); //BW::BWFXN_updateImageData(); BW::BWFXN_drawMapTiles(); BW::BWFXN_blitMapTiles(); // BW::BWFXN_drawAllSprites();// sprites // Space tileset stars drawGameText(); BW::BWFXN_drawDragSelBox(); BW::BWFXN_drawAllThingys(); // draw thingys }
void drawGame(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glLoadMatrixf(glm::value_ptr(glm::lookAt(camera.eye, camera.center, camera.up))); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); drawGameMeshes(); drawGameText(); drawGameGui(); glfwSwapBuffers(); }
void resetGame(Block *blocks, int *blocksLeft, Result *result) { result->outcome = LOSE; result->score = 0; initializeBlocks(blocks); *blocksLeft = size*size; int index[2]; index[0] = spawnBlock(blocks, *blocksLeft); (*blocksLeft)--; index[1] = spawnBlock(blocks, *blocksLeft); (*blocksLeft)--; result->score += 1<<blocks[index[0]].num; result->score += 1<<blocks[index[1]].num; waitForVblank(); fillScreen(BLACK); waitForVblank(); drawBoard(); drawGameText(); updateScoreDisplay(result->score); drawBlock(blocks, index[0]); drawBlock(blocks, index[1]); }