void Game::draw() { window.clear(); // let game draw gameDraw(); #ifdef DEBUG window.draw(fps); #endif window.display(); }
OPint GSgameUpdate(OPtimer* timer) { OPfloat dt = OPtimerDelta(timer); ShipBatchUpdate(dt); ProjectileBatchUpdate(dt); // update the player's controller CONTROLLER_PLAYER.handler(CONTROLLER_PLAYER.ship, dt); // now update all the ai for(register OPint i = SPACE_AI_PLAYERS; i--;){ CONTROLLER_AIS[i].handler(CONTROLLER_AIS[i].ship, dt); } gameDraw(dt); return 0; }
void Title::draw() { if (!UIType::is_loop) { gameDraw(); ui.titleDraw(); gl::popMatrices(); //ci::gl::clear(ColorA(color_r, color_g, color_b, 1.0f)); } else { setup(); UIType::is_loop = false; } //gl::popMatrices(); }