void HealthBarComponent::update(GameObject* gameObject){ if (!checkIfAlive(gameObject)) return; setPosition(gameObject); updateHealthBar(gameObject); drawHealthBar(gameObject); }
void drawEntities(void) { int i; Entity *e, **candidates; candidates = getAllEntsWithin(battle.camera.x, battle.camera.y, SCREEN_WIDTH, SCREEN_HEIGHT, NULL); /* counting entities to draw */ for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) {}; qsort(candidates, i, sizeof(Entity*), drawComparator); for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) { self = e; if (e->draw) { e->draw(); } else { drawEntity(e); } drawHealthBar(e); drawTargetRects(e); drawRope(e); } }
void ComponentHealth::drawTransparentBits() const { ASSERT(font, "Null pointer: font"); CHECK_GL_ERROR(); glPushMatrix(); glTranslatef(lastReportedPosition.x, lastReportedPosition.y, lastReportedPosition.z + lastReportedHeight); mat3 cameraOrientation = GraphicsDevice::getCameraOrientation(); if(!dead) { drawHealthBar(cameraOrientation); } else if(willResurrectAfterCountDown) { drawResurrectCountDown(cameraOrientation); } glPopMatrix(); CHECK_GL_ERROR(); }
void Monster::Render() { if(++frameCount >= frameDelay + 10) { if(++curFrame >= maxFrame) { curFrame = 0; } frameCount = 0; } if(Direction == UP) { al_draw_bitmap_region(Monster::image, curFrame * frameWidth, 0, spriteSize, spriteSize, x, y, 0); } else if(Direction == LEFT) { al_draw_bitmap_region(Monster::image, curFrame * frameWidth, spriteSize * 2, spriteSize, spriteSize, x, y, 0); } else if(Direction == DOWN) { al_draw_bitmap_region(Monster::image, curFrame * frameWidth, spriteSize * 1, spriteSize, spriteSize, x, y, 0); } else if(Direction == RIGHT) { al_draw_bitmap_region(Monster::image, curFrame * frameWidth, spriteSize * 3, spriteSize, spriteSize, x, y, 0); } drawHealthBar(getHealth(), mFont, x, y); }
void Turret::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(*s, states); drawHealthBar(target, states); if (Global::DEBUG) { if (enemy != NULL) { sf::VertexArray l; l.setPrimitiveType(sf::Lines); l.resize(2); l[0].position.x = position.getX(); l[0].position.y = position.getY(); l[0].color = sf::Color::Green; l[1].position.x = enemy->getPosition().getX(); l[1].position.y = enemy->getPosition().getY(); l[1].color = sf::Color::Green; target.draw(l, states); } } }
void Mainframe::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(computer, states); drawHealthBar(target, states); }
void Vehicle::draw(sf::RenderTarget& target, sf::RenderStates states) const { target.draw(*ship, states); drawHealthBar(target, states); }