Exemple #1
0
void
GameState::drawScore() {
  glColor3f(1, 1, 1);
  char str[160];
  sprintf(str, "Level: %d    Balls: %d   Blocks: %d",
	  m_level, m_balls, m_blocks_destroyed);
  DrawBitmapText(0.1, 1.1, GLUT_BITMAP_HELVETICA_10, str);
}
Exemple #2
0
void
GameState::drawGameOver() {
  glColor3f(1, 1, 1);
  const char* str =
    "Game Over!\n"
    "Right-click for new game";
  DrawBitmapText(0.1, 0.1, GLUT_BITMAP_HELVETICA_10, str);
}
Exemple #3
0
void draw() {
    static double TotalTime = 280;
    glClearColor(.1f, .1f, .2f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    worldDeltaTime = TackFPS();
    if(bPause) worldDeltaTime = 0;
    //if (gKeyMap[9]) worldDeltaTime *= 10.;
    //if (sf::Keyboard::isKeyPressed(sf::Keyboard::Quote)) worldDeltaTime /= 10.;
    TotalTime += worldDeltaTime;
    
    UpdatePositionAndRotation();

    glPushMatrix();
    gh.DrawMap(worldDeltaTime, TotalTime);
    DrawSquare();
    glPopMatrix();

    glColor4f(1., 1., 1., 1.);
    glDisable(GL_TEXTURE_3D);
    glEnable(GL_TEXTURE_2D);
    SetupFor2D();

    glPushMatrix();
    glTranslatef(miWidth / 2 - 7, miHeight / 2 - 12, 0);
    DrawBitmapText("+");
    glPopMatrix();
    glTranslatef(10, 30, 0);
    DrawBitmapText(gDialog);
    glTranslatef(-10, -30, 0);

    glTranslatef(0, 125, 0);

    char tt[1024];
    if (show_debugging) {
        sprintf(tt, "%1.2f %1.2f %1.2f\n", gh.MapOffset.x, gh.MapOffset.y, gh.MapOffset.z);
        DrawBitmapText(tt);
    }

    float pers = miWidth * miHeight / (gh.LastPass1Time / 1. + gh.LastPass2Time / 1. + gh.LastPass3Time);
    glTranslatef(0, 25, 0);
    if (show_debugging) {
        sprintf(tt, "T1: %1.3f\nT2: %1.3f\nT3: %1.3f\n%f Perf\n", gh.LastPass1Time / 1000000., gh.LastPass2Time / 1000000., gh.LastPass3Time / 1000000., pers);
        DrawBitmapText(tt);
    }

    glTranslatef(30, -150, 0);
    sprintf(tt, "%3.2f\n", GameTimer);
    DrawBitmapText(tt);
    glTranslatef(300, 0, 0);
    sprintf(tt, "TRY %1.f\nInven: %d", GameAttempt, pickables_in_inventory);
    DrawBitmapText(tt);

    PopFrom2D();
}