Esempio n. 1
0
static void draw() {
  switch ( status ) {
  case TITLE:
    drawBackground();
    drawBoss();
    drawBulletsWake();
    drawBullets();
    startDrawBoards();
    drawSideBoards();
    drawTitle();
    endDrawBoards();
    break;
  case IN_GAME:
  case STAGE_CLEAR:
    drawBackground();
    drawBoss();
    drawLasers();
    drawShots();
    drawBulletsWake();
    drawFrags();
    drawShip();
    drawBullets();
    startDrawBoards();
    drawSideBoards();
    drawBossState();
    endDrawBoards();
    break;
  case GAMEOVER:
    drawBackground();
    drawBoss();
    drawBulletsWake();
    drawFrags();
    drawBullets();
    startDrawBoards();
    drawSideBoards();
    drawGameover();
    endDrawBoards();
    break;
  case PAUSE:
    drawBackground();
    drawBoss();
    drawLasers();
    drawShots();
    drawBulletsWake();
    drawFrags();
    drawShip();
    drawBullets();
    startDrawBoards();
    drawSideBoards();
    drawBossState();
    drawPause();
    endDrawBoards();
    break;
  }
}
Esempio n. 2
0
void GameEngine::Draw()
{
    m_world->DrawDebugData();
    
    // draw entity
    bot.Draw();
    
    m_debugDraw.DrawString(5, 15, "Number of bullets: %d", m_bulletCount);
    //m_debugDraw.DrawString(5, 30, "HP: %d %d", bot.GetHP(), bot.GetState());

    drawHPGraph();
    
    // draw gameover
    if (gameover) {        
        drawGameover();
    }
}
Esempio n. 3
0
static void draw() {
  switch ( status ) {
  case TITLE:
    // Draw background.
    drawBackground();
    drawFoes();
    drawBulletsWake();
    blendScreen();
    // Draw forground.
    drawBullets();
    drawScore();
    drawTitleMenu();
    break;
  case IN_GAME:
    // Draw background.
    drawBackground();
    drawBonuses();
    drawFoes();
    drawBulletsWake();
    drawFrags();
    blendScreen();
    // Draw forground.
    drawShots();
    drawShip();
    drawBullets();
    drawScore();
    break;
  case GAMEOVER:
    // Draw background.
    drawBackground();
    drawFoes();
    drawBulletsWake();
    drawFrags();
    blendScreen();
    // Draw forground.
    drawShots();
    drawBullets();
    drawScore();
    drawGameover();
    break;
  case STAGE_CLEAR:
    // Draw background.
    drawBackground();
    drawBonuses();
    drawFrags();
    blendScreen();
    // Draw forground.
    drawShots();
    drawShip();
    drawScore();
    drawStageClear();
    break;
  case PAUSE:
    // Draw background.
    drawBackground();
    drawBonuses();
    drawFoes();
    drawBulletsWake();
    drawFrags();
    blendScreen();
    // Draw forground.
    drawShots();
    drawShip();
    drawBullets();
    drawScore();
    drawPause();
    break;
  }
}