void render() { PROFILE; renderBg(); for ( int i=0; i<numItems(); i++ ) { Item * it = getItem(i); for ( int j=0; j<it->ncon; j++ ) { if ( ! it->con[j] ) continue; renderLines( it->con[j], it, 0 ); } } for ( int i=0; i<numItems(); i++ ) { renderNames(getItem(i), 0, 0 ); } startTex(); for ( int i=0; i<numItems(); i++ ) { renderIt( getItem(i), 0, 0 ); } endTex(); }
void Controller::renderStart(){ if(currentScore+100 < ai.score){ bg.overAllSpeed += 0.01; currentScore = ai.score; } bg.animate(sunScaleChanger); bg.render(); if(gameRunning){ ai.render(); if(ai.hero.newBullet){ souncontroller.heroShoot(); ai.hero.newBullet = false; } if(ai.newEnemyBullet){ souncontroller.enemyShoot(); ai.newEnemyBullet = false; } if(ai.enemyDead){ souncontroller.enemyDead(); ai.enemyDead = false; } if(ai.hero.gotHit){ souncontroller.heroDead(true); } }else{ renderBg(); button(); glPushMatrix(); glTranslatef(2.6,-3.6,0); soundButton(); glPopMatrix(); } if(ai.hero.dead){ gameOver = true; gameRunning = false; souncontroller.heroDead(false); if(wait > 5){ souncontroller.startTheme(); wait = -1; } else if( wait >= 0) wait += 0.05; if(bg.overAllSpeed > 0) bg.overAllSpeed -= (bg.overAllSpeed/2); } }