/*
	updateText - updates the text. Note that the text must already have been added
	to the text manager via the initText method. Also not that there should be a
	separate TextGenerator for each line of text we wish to render.
*/
void BalloonEscapeTextGenerator::updateText(Game *game)
{
    // THE TEXT MANAGER (GameText) HAS A POINTER TO OUR TEXT, SO WE CAN
    // SIMPLY CLEAR IT OUT OF OLD CHARACTER DATA AND FILL IT IN WITH
    // WHAT WE WANT.
    textToGenerate.clear();
    appendMouseCoords(game);
}
/*
	initText - Provides an example of how to render text to our screen every frame,
	allowing for the text to continually change. This method adds a text object
	to the text manager (GameText), which allows it to be updated each frame. This
	method should be called only once for each object.
*/
void BalloonEscapeTextGenerator::initText(Game *game)
{
    // FIRST UPDATE THE TEXT THIS GENERATOR IS USING
    appendMouseCoords(game);

    // AND THEN HAND IT TO THE TEXT MANAGER, SPECIFYING WHERE IT SHOULD BE RENDERED
    GameText *text = game->getText();
    text->addText(&textToGenerate, W_TEXT_X, W_TEXT_Y, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight());
}
Esempio n. 3
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void OdysseyTextGenerator::updateText(Game *game)
{
	textToGenerate.clear();
	if (B_DEBUG)
	{
		appendMouseCoords(game);
		appendExtraData(game);
	}
	else//Append Player Hud Info
	{
		appendStats(game);
		appendObjectives(game);
	}
}