void updateProcEmpty(GContext* _ctx) { renderFloor(_ctx, 0); renderClutter(_ctx); renderPlayer(_ctx); renderWalls(_ctx, true, true, true, true); renderWallClutter(_ctx); renderArrows(_ctx, 15, 4, 4); }
void Layer::render() { if (orientation == ORIENTATION_LINEAR) { renderLinear(); } else { renderFloor(); } effectStep(effect)(meta, pixelCount()); }
void renderScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // limpar o depth buffer glMatrixMode(GL_MODELVIEW); glLoadIdentity(); updateCam(); renderFloor(); modelPOR.Draw(); //Testing the map car draw if(foundCars) { porTest1.Translate(redCar_x,0.33,redCar_z); porTest1.Draw(); porTest2.Translate(blueCar_x,0.33,blueCar_z); porTest2.Draw(); } }
void updateProcStart(GContext* _ctx) { renderFloor(_ctx, 0); static const char* _a = "YOU"; static const char* _b = "CANNOT"; static const char* _c = "GO"; static const char* _d = "BACK!"; renderBorderText(_ctx, GRect(45, 15, 80, 100), fonts_get_system_font(FONT_KEY_GOTHIC_28_BOLD), _a, 2, GTextAlignmentCenter, false); renderBorderText(_ctx, GRect(45, 45, 80, 100), fonts_get_system_font(FONT_KEY_GOTHIC_28_BOLD), _b, 2, GTextAlignmentCenter, true); renderBorderText(_ctx, GRect(45, 75, 80, 100), fonts_get_system_font(FONT_KEY_GOTHIC_28_BOLD), _c, 2, GTextAlignmentCenter, false); renderBorderText(_ctx, GRect(45, 105, 80, 100), fonts_get_system_font(FONT_KEY_GOTHIC_28_BOLD), _d, 2, GTextAlignmentCenter, true); renderClutter(_ctx); renderPlayer(_ctx); renderWalls(_ctx, true, true, true, true); renderWallClutter(_ctx); drawBitmap(_ctx, m_flagstone[ m_dungeon.m_finalPuzzle ], 0, 9); renderArrows(_ctx, 15, 4, 4); }
void OgreBuilding::drawRooftop() { renderFloor(rooftopMaterial); }
void OgreBuilding::drawFloor() { renderFloor(floorMaterial); }