void GameScene::draw(sf::RenderTarget& target)
{
    target.Clear(sf::Color(255,255,255));

    sf::Vector2f cam_topleft = view().GetCenter() - view().GetHalfSize();
    sf::Vector2f cam_bounds = view().GetHalfSize() * 2.0f;

    sf::Vector2f bgtile(
            background_->transformed_width(),
            background_->transformed_height());

    for (int j = -1; j <= cam_bounds.y/bgtile.y + 1; j++)
    {
        for (int i = -1; i <= cam_bounds.x/bgtile.x + 1; i++)
        {
            sf::Vector2f tilepos(cam_topleft);
            tilepos.x /= bgtile.x;
            tilepos.y /= bgtile.y;
            tilepos.x = std::floor(tilepos.x) * bgtile.x;
            tilepos.y = std::floor(tilepos.y) * bgtile.y;
            tilepos.x += i * bgtile.x;
            tilepos.y += j * bgtile.y;

            background_->set_position(tilepos);
            background_->draw(target);
        }
    }

    for (Entity* d : decorations_)
    {
        d->draw(target);
    }

    for (Effect* e : effects_)
    {
        e->draw(target);
    }

    for (Entity* p : platforms_)
    {
        p->draw(target);
    }

    for (Entity* g : goalflags_)
    {
        g->draw(target);
    }

    for (Entity* c : collectibles_)
    {
        c->draw(target);
    }

    player_.draw(target);
}
Example #2
0
void FightScene::draw(sf::RenderTarget &target)
{
    target.Clear();
    background2Anim->draw(target);

    target.Draw(behindBar1);
    target.Draw(behindBar2);

    target.Draw(p1bar);
    target.Draw(p2bar);

    target.Draw(p1refreshbar);
    target.Draw(p2refreshbar);


}