Esempio n. 1
0
UINT32 canyon_state::screen_update_canyon(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	m_bg_tilemap->draw(bitmap, cliprect, 0, 0);

	draw_sprites(bitmap, cliprect);

	draw_bombs(bitmap, cliprect);

	/* watchdog is disabled during service mode */
	machine().watchdog_enable(!(ioport("IN2")->read() & 0x10));

	return 0;
}
Esempio n. 2
0
static void
draw(struct game_state *gs)
{
	extern struct game_state *cur_state;
	extern struct game_state playback_state;

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();

	set_modelview_matrix();

	if (!settings.static_settings || settings.static_settings->background)
		draw_level_background();

	if (cur_state != &playback_state &&
	  settings.control_type == CONTROL_HYBRID &&
	  ship_is_visible())
		draw_crosshair();

	if (inner_state.state != IS_LEVEL_CLEARED &&
	  inner_state.state != IS_LEVEL_TRANSITION &&
	  (inner_state.state != IS_WAVE_CLEARED ||
	  inner_state.tics < WAVE_CLEARED_TICS/2))
		draw_arena_outline(cur_arena, 1, cur_arena->border_type);

	draw_explosions();
	draw_particles();

	if (ship_is_visible()) {
		draw_ship();
		draw_missiles();
		draw_bombs();
		draw_lasers();
		draw_foes();
		draw_powerups();
	}

	draw_in_game_texts();
	draw_text();

	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
}