void HUD::on_render() { if(!gameclient.snap.gameobj) return; width = 300*gfx_screenaspect(); bool spectate = false; if(gameclient.snap.local_info && gameclient.snap.local_info->team == -1) spectate = true; if(!config.cl_clear_hud && !config.cl_clear_all && gameclient.snap.local_character && !spectate && !(gameclient.snap.gameobj && gameclient.snap.gameobj->game_over)) { render_healthandammo(); render_speed(); } render_goals(); render_fps(); if(client_state() != CLIENTSTATE_DEMOPLAYBACK) render_connectionwarning(); render_teambalancewarning(); if(config.cl_render_vote && !config.cl_clear_all) render_voting(); if(config.cl_render_crosshair && !config.cl_clear_hud && !config.cl_clear_all) render_cursor(); if(config.cl_render_viewmode && !config.cl_clear_hud && !config.cl_clear_all && spectate && !(gameclient.snap.gameobj && gameclient.snap.gameobj->game_over)) render_spectate(); }
void SpaceScene::render() { window->clear(); // render the stars in the background render_starscape(); // render directional arrow to center if far SDL_Point coordinates = protagonist->getShip()->getCoordinates(); if (static_cast<int>(abs(coordinates.x)) > 2000 || static_cast<int>(abs(coordinates.y) > 2000)) render_arrow(coordinates); // celestials for (std::deque<Celestial>::iterator it = begin(*(system->getCelestials())); it != end(*(system->getCelestials())); ++it) { render(*it); } // any asteroids // allies // projectiles // enemies // finally, render the player protagonist->getShip()->update(); render(protagonist->getShip()); // render the mouse, if it's on the screen if (++cursor_frames < 300) { render_cursor(); } if (show_fps) { render_fps(); } window->present(); }
void obj::scene::render_hud() { go2d(); if (will_render_fps) render_fps(); }