void PlayState::Render(Game &game){ bg.Render(game.window); if (player1.getActiveBool()) if (!paused) HandleDraws(game); if (paused){ messageHandler.Render(game.window, "pauseText"); messageHandler.Render(game.window, "pausedInfo"); } //draw HUD hudHealth.Render(game.window); hud.Render(game.window); messageHandler.Render(game.window, "pHealthS"); health.Render(game.window); messageHandler.Render(game.window, ""); weapon.Render(game.window); //new Weapon draw messageHandler.UpdatelvUp(points, showLvUp, game.window, elapsedTime); //draw Pew cooldown if (gotPew && player1.getActiveBool()){ pewCD.Render(game.window); } //Game over if (!player1.getActiveBool()){ game.highscore.setPoints(points); messageHandler.Render(game.window, "gameOver"); game.window.display(); ClearStuff(); sf::sleep(sf::seconds(1)); game.ChangeState(Game::gameStates::HIGHSCORE); } }
ProcessStuff() { ClearStuff(); }