void Interface::draw(sdlc::Font& font, sdlc::Screen& screen) { // player 1 int e = player_state_.energy(1); int eMax = player_state_.energy_max(1); int s = player_state_.score(1); if (!e) { screen.print(20, 440, "dead", font); } else { draw_energy(20, 440, e, eMax, font, screen); } draw_score(20, 20, s, font, screen); draw_weapons(20, 40, player_state_, 1, font, screen); // player 2 e = player_state_.energy(2); eMax = player_state_.energy_max(2); s = player_state_.score(2); if (num_of_players_ >= 2) { if (!e) { screen.print(560, 440, "dead", font); } else { draw_energy(560, 440, e, eMax, font, screen); } draw_score(400, 20, s, font, screen); draw_weapons(400, 40, player_state_, 2, font, screen); } }
void draw_scene(void) { if (point_general->changement) { recalc_perspective(); if (point_general->effect > EFFECT_NUMBER - 1) { point_general->effect = 0; if (gen_gl_texture(knotbg)) upload_gl_texture(background_image); use_gl_texture(knotbg); } if (point_general->effect == 4) { if (gen_gl_texture(tunnel)) upload_gl_texture(tunnel_image); use_gl_texture(tunnel); } if (point_general->effect == 5) { if (gen_gl_texture(tentacle)) upload_gl_texture(tentacle_image); use_gl_texture(tentacle); } if (point_general->effect == 6) { if (gen_gl_texture(twist)) upload_gl_texture(twist_image); if (gen_gl_texture(twistbg)) upload_gl_texture(background_image); use_gl_texture(twist); } if (point_general->effect == 7) { if (gen_gl_texture(texchild)) upload_gl_texture(child_image); if (gen_gl_texture(childbg)) upload_gl_texture(energy_image); use_gl_texture(texchild); } if (point_general->effect == 8) { if (gen_gl_texture(energy)) upload_gl_texture(energy_image); use_gl_texture(energy); } point_general->changement = FALSE; } switch (point_general->effect) { case 0: if (!point_general->init) init_effect(); glDisable(GL_LIGHTING); draw_knot(); break; case 1: if (!point_general->init) init_effect(); glDisable(GL_LIGHTING); draw_spectrum(); break; case 2: if (!point_general->init) init_effect(); glEnable(GL_LIGHTING); draw_face(); break; case 3: if (!point_general->init) init_effect(); glDisable(GL_LIGHTING); draw_glthreads(); break; case 4: if (!point_general->init) init_effect(); glDisable(GL_LIGHTING); draw_tunnel(); break; case 5: if (!point_general->init) init_effect(); glDisable(GL_LIGHTING); draw_tentacles(); break; case 6: if (!point_general->init) init_effect(); glDisable(GL_LIGHTING); draw_twist(); break; case 7: if (!point_general->init) init_effect(); glDisable(GL_LIGHTING); draw_child(); break; case 8: if (!point_general->init) init_effect(); glDisable(GL_LIGHTING); draw_energy(); break; default: break; } }