/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="e">Provides a snapshot of timing values.</param> public override void Render(FrameEventArgs e) { GL.Viewport(0, 0, sceneManager.Width, sceneManager.Height); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); systemManager.ActionRenderSystems(entityManager); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="e">Provides a snapshot of timing values.</param> public override void Render(FrameEventArgs e) { GL.Viewport(0, 0, sceneManager.Width, sceneManager.Height); GL.Enable(EnableCap.DepthTest); systemManager.ActionRenderSystems(); cubemapRender.Render(); coinsToCollect = map.GetNumberOfCoins(); lives = map.GetNumberOfLives(); if (lives == 0) { sceneManager.ChangeScene(new GameOverScene(sceneManager)); } if (coinsToCollect == coinsCollected) { audioManager.Delete(true); sceneManager.ChangeScene(new WinScene(sceneManager)); } customRender.Render(map, coinsCollected, score); }