bool Renderer::Render() { const GameObjectList* backgrounds = ws->getBackgroundObjects(); const GameObjectList* objects = ws->getAllGameObjects(); gc->clear(); ConstGameObjectIter itr; for (itr = backgrounds->begin(); itr!=backgrounds->end();itr++) { GameObject* obj = *itr; CL_Sprite* sprite = obj->sprite; sprite->set_angle(obj->displayHeading); sprite->draw(*gc,obj->location.x,obj->location.y); } for (itr = objects->begin(); itr!=objects->end();itr++) { GameObject* obj = *itr; CL_Sprite* sprite = obj->sprite; sprite->set_angle(obj->displayHeading); sprite->draw(*gc,obj->location.x,obj->location.y); /* if (obj->usesPhysics) obj->collisionOutline->draw(0,0,CL_Colorf::azure,*gc);*/ } return true; }
void draw (View& view) { sprite.set_alpha ((life_time/max_life_time) * .3); sprite.set_scale (0.8f + ((1 - life_time/max_life_time)) * 4.0f, 0.8f + ((1 - life_time/max_life_time)) * 4.0f); sprite.set_angle(angle); view.get_sc().color().draw(sprite, pos.x, pos.y); }