void CPlayer::draw() { drawPivot(); if(dead && !hexagonGame.getStatus().drawing3D) drawDeathEffect(); Color colorMain{!dead || hexagonGame.getStatus().drawing3D ? hexagonGame.getColorMain() : getColorFromHue(hue / 255.0f)}; pLeft = getOrbitFromDegrees(pos, angle - 100, size + 3); pRight = getOrbitFromDegrees(pos, angle + 100, size + 3); vertices[0].position = getOrbitFromDegrees(pos, angle, size); vertices[1].position = pLeft; vertices[2].position = pRight; for(int i{0}; i < 3; ++i) vertices[i].color = colorMain; hexagonGame.render(vertices); }
void CPlayer::draw() { drawPivot(); const auto& isDrawing3D(hexagonGame.getStatus().drawing3D); if(!isDrawing3D && deadEffectTimer.isRunning()) drawDeathEffect(); Color colorMain{!dead || isDrawing3D ? hexagonGame.getColorMain() : getColorFromHue(hue / 255.f)}; pLeft = getOrbitFromDegrees(pos, angle - 100, size + 3); pRight = getOrbitFromDegrees(pos, angle + 100, size + 3); vertices[0].position = getOrbitFromDegrees(pos, angle, size); vertices[1].position = pLeft; vertices[2].position = pRight; if(!swapTimer.isRunning() && !isDrawing3D) colorMain = getColorFromHue((swapBlinkTimer.getCurrent() * 15) / 255.f); for(int i{0}; i < 3; ++i) vertices[i].color = colorMain; hexagonGame.render(vertices); }