/// main draw method void display() { hud_fps_display.start(); if(draw_opts.cameralights) scene_cameralights_update(scene,draw_opts.cameralights_dir,draw_opts.cameralights_col); draw_scene(scene,draw_opts,true); draw_scene_decorations(scene,draw_opts,false); glFlush(); hud_fps_display.stop(); if(selected_frame) { auto axes = Axes(); axes.frame = *selected_frame; draw_gizmo(&axes); if(selected_point) { auto dot = Dot(); dot.pos = transform_point(*selected_frame, *selected_point); draw_gizmo(&dot); } } if(hud) display_hud(); glutSwapBuffers(); if(screenshotAndExit) { if(time_init_advance <= 0.0f or draw_opts.time >= time_init_advance ) { screenshot(filename_image.c_str()); exit(0); } } }
int loop_hook(t_mega *all) { open_door(all); if (all->e.refresh == 1) { ft_bzero(all->img.data, WWIN * HWIN * 4); raycasting_calcul(all); mlx_put_image_to_window(all->e.mlx, all->e.wmlx, all->img.img, (WWIN_HUD / 2) - (WWIN / 2), 20); loot_ammo(all->sprites, &all->player, &all->cam); display_weapon(all); display_hud(all); all->e.refresh = 0; } key_hook(all); return (1); }
void control_ship(int y, int x) { int input; change_colors(COLOR_WHITE); show_stars(); while (1) { display_hud(); display_wormhole(); input = getch(); move_ship(&y, &x, input); //shoot(&y, &x, input); shoot(y, x, input); check_if_bumped(y, x); check_if_wormhole_is_hit(y, x); mvprintw(2,2,"x %i - %i", x, COLS); mvprintw(3,3,"y %i - %i",y, LINES); } }