//-------------------------------- void GameStatusDisplay::draw3dFont(void){ GameStatus *status; status = GameStatus::getInstance(); //ofEnableLighting(); //light.enable(); //material.begin(); cam.begin(); MediaUtils::billboardBegin();//always facing the camera { ofScale(1, -1, 1); // Flip back since we're in 3D. //font.drawString(str, font.stringWidth(str) * -0.5f, font.stringHeight(str) * 0.5f); ofSetColor(5, 200, 220); font.drawString(str+" "+ofToString(status->GetCurrentPlayerScore(), 2), -450, -250); //font.drawString("FPS "+ofToString(ofGetFrameRate(), 0), -450, -200); font.drawString("balls "+ofToString(status->GetRemainingLifes(), 0), -450, -200); } MediaUtils::billboardEnd(); cam.end(); //material.end(); }
void GameStatusDisplay::draw2dFont(void){ GameStatus *status; int posX = startPositionX; int posY = startPositionY; int lineSpacing = 15; status = GameStatus::getInstance(); ofSetColor(255, 255, 255); string fpsStr = "Remaining lives: "+ofToString(status->GetRemainingLifes(), 2); ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; fpsStr = "Remaining missions: "+ofToString(status->GetRemainingMissions(), 2); ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; fpsStr = "Player id: "+ofToString(status->GetPlayerId(), 2); ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; fpsStr = "Player score: "+ofToString(status->GetCurrentPlayerScore(), 2); ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; fpsStr = "FPS: "+ofToString(ofGetFrameRate(), 0); ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; switch(status->GetGameStatus()){ case GameStatus::WAITING_NEW_PLAYER: fpsStr = "GameStatus: WAITING_NEW_PLAYER"; ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; break; case GameStatus::SETTING_UP_THE_GAME: fpsStr = "GameStatus: SETTING_UP_THE_GAME"; ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; break; case GameStatus::WAITING_START_PLAY: fpsStr = "GameStatus: WAITING_START_PLAY"; ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; break; case GameStatus::PLAYING: fpsStr = "GameStatus: PLAYING"; ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; break; case GameStatus::DEAD: fpsStr = "GameStatus: DEAD"; ofDrawBitmapString(fpsStr, posX,posY); posY += lineSpacing; break; default: break; } }