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DrawScene.cpp
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#include "ZombieArena.hpp"
void drawGameover(RenderWindow& window, Sprite& gameOver, t_texts& texts)
{
window.draw(gameOver);
window.draw(texts.gameOver);
window.draw(texts.score);
window.draw(texts.hiscore);
}
void drawLevelUp(RenderWindow& window, Sprite& gameOver, Text& levelUp)
{
window.draw(gameOver);
window.draw(levelUp);
}
void drawMainView(RenderWindow& window, t_sprite& sprite, t_stat& stat, VertexArray background,
Texture& bg, t_gameObj& gameObj)
{
window.draw(background, &bg);
for (int i = 0; i < stat.numZombies; i++)
{
window.draw(gameObj.zombies[i].getSprite());
}
for (int i = 0; i < 100; i++)
{
if (gameObj.bullets[i].isInFlight())
window.draw(gameObj.bullets[i].getShape());
}
if (gameObj.ammoPickup->isSpawned())
window.draw(gameObj.ammoPickup->getSprite());
if (gameObj.healthPickup->isSpawned())
window.draw(gameObj.healthPickup->getSprite());
window.draw(sprite.crosshair);
window.draw(gameObj.player->getSprite());
}
// Draw all the HUD elements
void drawHudView(RenderWindow& window, t_sprite& sprite, t_texts& texts)
{
window.draw(sprite.ammoIcon);
window.draw(texts.ammo);
window.draw(texts.score);
window.draw(texts.hiscore);
window.draw(sprite.healthBar);
window.draw(texts.waveNumber);
window.draw(texts.zombiesRemaining);
}
void freeMemory(t_gameObj& gameObj)
{
delete[] gameObj.zombies;
delete[] gameObj.bullets;
delete gameObj.healthPickup;
delete gameObj.ammoPickup;
delete gameObj.player;
}