Esempio n. 1
0
void render()
{
    clearScreen();      // clears the current screen and draw from scratch
    renderMap();        // renders the map to the buffer first
    renderCharacter();  // renders the character into the buffer
    renderFramerate();  // renders debug information, frame rate, elapsed time, etc
    renderToScreen();   // dump the contents of the buffer to the screen, one frame worth of game
} 
Esempio n. 2
0
//--------------------------------------------------------------
// Purpose  : Render function is to update the console screen
//            At this point, you should know exactly what to draw onto the screen.
//            Just draw it!
//            To get an idea of the values for colours, look at console.h and the URL listed there
// Input    : void
// Output   : void
//--------------------------------------------------------------
void render()
{
    clearScreen();      // clears the current screen and draw from scratch 
    switch (g_eGameState)
    {
        case S_SPLASHSCREEN: renderSplashScreen();
            break;
        case S_GAME: renderGame();
            break;
    }
    renderFramerate();  // renders debug information, frame rate, elapsed time, etc
    renderToScreen();   // dump the contents of the buffer to the screen, one frame worth of game
}
/*This is the render loop
At this point, you should know exactly what to draw onto the screen, so just draw it!
To get an idea of the values for colours, look at console.h and the URL listed there*/
void render() {
    
	//Clears the current screen and draw from scratch.
	clearScreen();
    renderMap();
	renderShooter();
	renderCharacter(mummy.charDirection);
	renderBoxes();
	renderMonsters();
	renderMessages();

	//Dump the contents of the buffer to the screen. One frame worth of the game.
    renderToScreen();

}
void renderMainMenu() {

	clearScreen();

	string str;
	unsigned int lineNumber = 0;

	std::ifstream file("menu.txt");
	{
		while(getline(file, str))
		{
			console.writeToBuffer(0, lineNumber, str, 0x0F);
			++lineNumber;
		}
	}

	if (menuStates != Level_Selection) {
	
		unsigned int yCoords = 10;

		for (unsigned int c = 0; c < numberOfMenuOptions; ++c) {

			if (options[c].isSelected) {
				options[c].optionColour = 0xF0;
			} else {
				options[c].optionColour = 0x0F;
			}

			console.writeToBuffer(textXCoords, yCoords + 6, options[c].displayName, options[c].optionColour);
			++yCoords;
		}

	} else {

		renderLevelSelection();

	}
	
	renderToScreen();

}
Esempio n. 5
0
/*
    This is the render loop
    At this point, you should know exactly what to draw onto the screen.
    Just draw it!
    To get an idea of the values for colours, look at console.h and the URL listed there
*/
void render()
{
    clearScreen();                      // clears the current screen and draw from scratch 
	switch (g_eGameState) {
	case SPLASH: splash();              // splash screen
		break;
	case TITLE: titlescreen();          // title screen
		break;
    case VICTORY: victory();            // victory screen
        break;
    case CREDITS: credits();            // credits & statistics screen
        break;
    case PAUSE: pausemenu();            // pause screen
        break;
    case CLASSSELECT: classSelect();    // class selection screen
        break;
	case GAME: renderGame();            // Game screen
		break;
	case GAMEOVER: gameend();           // Retry screen
		break;
	}
	renderToScreen();// dump the contents of the buffer to the screen, one frame worth of game
}