Esempio n. 1
0
void actors_draw(Actors * self) {
    for (int y = 0; y < self->h; y += 1) {
        for (int x = 0; x < self->w; x += 1) {
            Item * i = self->tilemap[x + self->w * y] .item;
            if (i) {
                item_draw_shadow(i);
            }
            LandArray * arr = self->tilemap[x + self->w * y] .actors;
            if (arr) {
                {LandArrayIterator __iter0__ = LandArrayIterator_first(arr) ; for (Actor * a = LandArrayIterator_item(arr, & __iter0__) ; LandArrayIterator_next(arr, & __iter0__) ; a = LandArrayIterator_item(arr, & __iter0__)) {
                    actor_draw_shadow(a);
                }
                }
            }
        }
    }
    for (int y = 0; y < self->h; y += 1) {
        for (int x = 0; x < self->w; x += 1) {
            Item * i = self->tilemap[x + self->w * y] .item;
            if (i) {
                item_draw(i);
            }
            LandArray * arr = self->tilemap[x + self->w * y] .actors;
            if (arr) {
                {LandArrayIterator __iter1__ = LandArrayIterator_first(arr) ; for (Actor * a = LandArrayIterator_item(arr, & __iter1__) ; LandArrayIterator_next(arr, & __iter1__) ; a = LandArrayIterator_item(arr, & __iter1__)) {
                    actor_draw(a);
                }
                }
            }
        }
    }
}
Esempio n. 2
0
void scene_render_game(Uint32 delta)
{
  background_draw(3, delta);
  world_draw(delta);
  player_draw(delta);
  enemy_draw();
  item_draw();
  bullet_draw();
  player_life_draw();
  world_life_draw();
}
Esempio n. 3
0
static void game_draw_items(struct s_rend *rend,
                            const struct s_vary *vary,
                            const float *bill_M, float t)
{
    int hi;

    int type = ITEM_NONE;
    int value = 0;

    sol_color_mtrl(rend, 1);
    {
        for (hi = 0; hi < vary->hc; hi++)
        {
            struct v_item *hp = &vary->hv[hi];

            /* Skip picked up items. */

            if (hp->t == ITEM_NONE)
                continue;

            /* Lazily update color. */

            if (hp->t != type || hp->n != value)
            {
                float c[4];

                item_color(hp, c);

                glColor4f(c[0], c[1], c[2], c[3]);

                type = hp->t;
                value = hp->n;
            }

            /* Draw model. */

            glPushMatrix();
            {
                glTranslatef(hp->p[0],
                             hp->p[1],
                             hp->p[2]);
                item_draw(rend, hp, bill_M, t);
            }
            glPopMatrix();
        }
    }
    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    sol_color_mtrl(rend, 0);
}
Esempio n. 4
0
void HUD_draw(struct icmmGame* game, float dt)
{
	
	item_draw(game->player->items->elem, dt);
	//glColor3f(1.0f, 0.0f, 0.0f, 1.0f);
}