#ifndef GUARD_DRAWENGINE #define GUARD_DRAWENGINE #include "mingl/mingl.h" #include "mingl/shape/line.h" #include "mingl/shape/triangle.h" #include "mingl/shape/rectangle.h" #include "mingl/shape/circle.h" #include "mingl/gui/sprite.h" class PixelManager{ public: MinGL& window; explicit PixelManager(MinGL&); void drawInvader1(const nsGraphics::Vec2D& baseVector, unsigned size); void drawInvader2(const nsGraphics::Vec2D& baseVector, unsigned size); void drawInvader3(const nsGraphics::Vec2D& baseVector, unsigned size); void drawPlayer(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor &color); void drawTorpedo(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor& color); void drawMissile(const nsGraphics::Vec2D& baseVector, unsigned width, const nsGraphics::RGBAcolor& color); nsGui::Sprite background = nsGui::Sprite("./assets/bg.sl2", nsGraphics::Vec2D(0,0)); // you cant create an empty sprite for some reasons void drawBackground(); unsigned showInitialMenu(); unsigned showDeathMenu(); unsigned getScreenHeight(); unsigned getScreenWidth(); void startFrame(); void endFrame(); }; #endif