Пример #1
0
void render() {
  glClear(GL_COLOR_BUFFER_BIT);

  //glViewport(0, 0, 640, 480);
/*   glMatrixMode(GL_PROJECTION); */
/*   glLoadIdentity(); */
/*   gluOrtho2D(0, 320, 240, 0); */

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glScalef(1.25,1.25,1.25);


  drawBackground();
  if (help) {
    drawEnemySet(helplevel);
    drawDefenses(helplevel);
    drawShip(helpship);
    drawShots(helplevel);
    drawHelpText();
  } else {
    drawEnemySet(level);
    drawDefenses(level);
    drawShip(ship);
    drawShots(level);
    drawGameText();
  }

  glFlush();
  glutSwapBuffers();
}
Пример #2
0
static void draw() {
  switch ( status ) {
  case TITLE:
    drawBackground();
    drawBoss();
    drawBulletsWake();
    drawBullets();
    startDrawBoards();
    drawSideBoards();
    drawTitle();
    endDrawBoards();
    break;
  case IN_GAME:
  case STAGE_CLEAR:
    drawBackground();
    drawBoss();
    drawLasers();
    drawShots();
    drawBulletsWake();
    drawFrags();
    drawShip();
    drawBullets();
    startDrawBoards();
    drawSideBoards();
    drawBossState();
    endDrawBoards();
    break;
  case GAMEOVER:
    drawBackground();
    drawBoss();
    drawBulletsWake();
    drawFrags();
    drawBullets();
    startDrawBoards();
    drawSideBoards();
    drawGameover();
    endDrawBoards();
    break;
  case PAUSE:
    drawBackground();
    drawBoss();
    drawLasers();
    drawShots();
    drawBulletsWake();
    drawFrags();
    drawShip();
    drawBullets();
    startDrawBoards();
    drawSideBoards();
    drawBossState();
    drawPause();
    endDrawBoards();
    break;
  }
}
Пример #3
0
void drawScene(void)
{
  if (renderMode == DEF_RENDER) {
    drawAllAlxes();
    drawGrid();
    drawRelevantParameters();
    drawBackground(3.5*dim);
    drawLight();
    
    drawBoard();
    drawPath();
    drawShots();
  }
  drawMinions();
  drawObjects();
  
}
Пример #4
0
static void draw() {
  switch ( status ) {
  case TITLE:
    // Draw background.
    drawBackground();
    drawFoes();
    drawBulletsWake();
    blendScreen();
    // Draw forground.
    drawBullets();
    drawScore();
    drawTitleMenu();
    break;
  case IN_GAME:
    // Draw background.
    drawBackground();
    drawBonuses();
    drawFoes();
    drawBulletsWake();
    drawFrags();
    blendScreen();
    // Draw forground.
    drawShots();
    drawShip();
    drawBullets();
    drawScore();
    break;
  case GAMEOVER:
    // Draw background.
    drawBackground();
    drawFoes();
    drawBulletsWake();
    drawFrags();
    blendScreen();
    // Draw forground.
    drawShots();
    drawBullets();
    drawScore();
    drawGameover();
    break;
  case STAGE_CLEAR:
    // Draw background.
    drawBackground();
    drawBonuses();
    drawFrags();
    blendScreen();
    // Draw forground.
    drawShots();
    drawShip();
    drawScore();
    drawStageClear();
    break;
  case PAUSE:
    // Draw background.
    drawBackground();
    drawBonuses();
    drawFoes();
    drawBulletsWake();
    drawFrags();
    blendScreen();
    // Draw forground.
    drawShots();
    drawShip();
    drawBullets();
    drawScore();
    drawPause();
    break;
  }
}