static void display(void) { // clear the scene glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); if (tank1.GetLife() > 0 && tank2.GetLife() > 0) { tank1.Draw(); tank2.Draw(); tank1.DrawAllBullets(); tank2.DrawAllBullets(); for (list<CPrzeszkoda *>::iterator it = przeszkoda.begin(); it != przeszkoda.end(); it++) { (*it)->Draw(); } boost.Draw(); } else { glRasterPos2i(0, 0); glColor3f(1, 0, 0); unsigned char tekst[] = "Koniec gry"; glutBitmapString(GLUT_BITMAP_HELVETICA_18, tekst); } glPopMatrix(); glutSwapBuffers(); }
static void display(void) { // clear the scene glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); tank1.Draw(); tank2.Draw(); bullet.Draw(); glPopMatrix(); glutSwapBuffers(); }