void Game::draw(sf::RenderWindow* window) { /*//if(playerLives==0) { // *///} switch (state) { case(LEVEL_ONE): if(levelLoaded==false) { LoadLevel(window,"level.dat"); } break; case(LEVEL_TWO): if(levelCleared==true) { clearLevel(); levelLoaded=false; } if(levelLoaded==false) { LoadLevel(window,"levelTwo.dat"); //levelLoaded=true; level2Cleared=true; } break; case(GAME_OVER): { endGame(window); printf("REACHED GAME OVER STAGE"); } } GameWindow->Clear( sf::Color( 255, 255, 255 ) ); GameWindow->Draw(backGroundSprite); Player1->draw(); beetle->draw(); for(vector<Block*>::iterator i= blockVec.begin();i!=blockVec.end();i++)//Iterator that goes through the vector of blocks { (*i)->draw(); } for(vector<Gem*>::iterator i= gemVec.begin();i!=gemVec.end();i++)//Iterator that goes through the vector of GEMS { (*i)->draw(); } exit->draw(); headsUpDisplay(); GameWindow->Display(); return;//Initialise sprites and draw them. }
void draw2D(){ headsUpDisplay(5, 15, 10); }