Пример #1
0
void render_game(GameData* data, DrawConfig* config){
    /*
     * Clear the window prior to any rendering
     */
    render_clear(config); 

    /*
     * Draw all componenets of the came
     */
    render_background(data,config);
    render_all_pipes(data,config);
    render_score(data,config);
    render_bird(data,config);

    /*
     * Render GameOver message if the user has lost
     */
    if(is_gameover(data)){
        render_gameover_message(data,config);
    }

    /*
     * Update the users view to reflect changes 
     */
    SDL_RenderPresent(config->renderer);
}
Пример #2
0
void loop() {

    is_diff_game_mode(); // different game modes

    movePaddle();
    render_ball();
    render_right_wall();
    render_score();
    render_lives();

    lBtn2 = GPIOPinRead(BTN2Port, BTN2);

    if (lBtn2 == BTN2)
    {
        render_credits();
    }

    ballMove();

    OrbitOledUpdate();
    oledReset();
}
Пример #3
0
t_game  showGameOver(t_game game)
{
    game.Gscreen = loadTexture( "/../../../images/background/main_menu.png", game.Grenderer );
    game.begin.surface_play = TTF_RenderText_Solid(game.text.font, "GAME    OVER", game.text.color);
    game.begin.play_with_2 = SDL_CreateTextureFromSurface(game.Grenderer, game.begin.surface_play);
    game.begin.play_with_2_position = init_position(135, 180, 180, 500);
    
    SDL_Delay(50);
    game.begin.state = 1;
    
    if (game.Gplayer1.lives == -1)
    {
        write_score(game, game.Gplayer1);
        game = init_player(game);
    }
    
    set_hscore(&game, get_hscore(hscore_path()));
    render_hscore(&(game.text), game.Grenderer);
    render_score(&(game.Gplayer1), game.text, game.Grenderer);
    renderEnd(game);
    
    return (game);
}
Пример #4
0
void render_scores()
{
	render_score(PLAYER1_SCORE_X, PLAYER1_SCORE_Y, player1_points);
	render_score(PLAYER2_SCORE_X, PLAYER2_SCORE_Y, player2_points);
}
Пример #5
0
void render() {
	clear();
	render_game();
	render_score();
}