void Draw() { ClearScreen(consoleHandle); if (bonus == 3) { platform.push_back(GameObject((platform.end() - 1)->Coordinates.X + 1, WindowHeight - 1, platformSymbol)); (platform.end() - 1)->Color = 0x4 | 0x2; bonus = 0; } for (randomAccess_iterator platformBody = platform.begin(); platformBody != platform.end(); ++platformBody) { platformBody->Color = 0x2 | 0x4; } for (const_iterator platformBody = platform.cbegin(); platformBody != platform.cend(); ++platformBody) { platformBody->Draw(consoleHandle); } for (const_iterator block = blocks.cbegin(); block != blocks.cend(); ++block) { block->Draw(consoleHandle); } ball.Color = 0x2; ball.Draw(consoleHandle); }
void Draw() { ClearScreen(consoleHandle); for (const_iterator platformBody = platform.cbegin(); platformBody != platform.cend(); ++platformBody) { platformBody->Draw(consoleHandle); } for (const_iterator block = blocks.cbegin(); block != blocks.cend(); ++block) { block->Draw(consoleHandle); } ball.Draw(consoleHandle); }
void GameObjectManager::Draw() { //eBlendMode srcMode = RenderManager::Instance()->GetSrcBlend(); //eBlendMode destMode = RenderManager::Instance()->GetDestBlend(); RenderManager::Instance()->PushDrawMatrix(); RenderManager::Instance()->SetDrawTranslate(cameraPosition); RenderManager::Instance()->SetDrawScale(cameraScale); const List<GameObject*>::iterator currentObjEnd = objects.end(); for(List<GameObject*>::iterator currentObj = objects.begin(); currentObj != currentObjEnd; ++currentObj) { GameObject *object = *currentObj; if(object->dead) continue; else object->Draw(); } RenderManager::Instance()->PopDrawMatrix(); //RenderManager::Instance()->SetBlendMode(srcMode, destMode); RenderManager::Instance()->ResetColor(); }