void cycle_management(float time) { t_elem *tmp; tmp = g_serv.eggs.first; while (tmp) tmp = manage_egg(tmp, time); tmp = g_serv.players.first; while (tmp) { if (((t_player*)tmp->data)->state == WAITING) tmp = manage_waiting_player(tmp, time); else tmp = manage_player(tmp, time); } }
void cPlaystate::run() { if(paused == false) { pBackground->draw_scroll(); if(gameover == false && quitting == false) { manage_enemies(); manage_player(); draw_hud(); } } if(paused == true) { pause.draw( screen ); } if(gameover == true) { over.draw( screen ); } if(quitting == true) { quit.draw(screen); } explotion.drawOnce(screen); framerate.process(); SDL_Flip(screen); }