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void gameSetup::draw()
{
int gridArray[10][10] = {
{0,0,0,0,0,0,0,1,1,1},
{1,1,2,1,0,0,0,1,0,0},
{1,1,0,0,1,3,1,1,1,0},
{0,1,0,0,0,0,0,0,0,0},
{0,1,1,1,3,1,1,1,1,1},
{0,0,0,0,0,0,1,0,0,0},
{1,1,1,1,1,3,1,1,1,0},
{0,0,0,0,0,0,0,1,0,0},
{1,1,1,1,3,1,1,1,0,1},
{0,0,0,0,0,0,0,0,0,0}
};
int gridVar = 0;
for (int x = 0; x<10; x++){
for (int y = 0; y<10; y++){
gridVar=gridArray[x][y];
switch (gridVar)
{
case 0:
win.Draw(specialGemSprite);
break;
case 1:
win.Draw(wallSprite);
break;
case 2:
win.Draw(wallTraverseSprite);
break;
case 3:
win.Draw(wallGooSprite);
break;
}
}
}
win.Clear(sf::Color(56,56,230));
playerSprite.SetPosition(b.getPosX(),b.getPosY());
win.Draw(playerSprite);
/*enemySprite.SetPosition(c.getPosX(),c.getPosY());*/
win.Draw(enemySprite);
win.Draw(gemSprite);
}
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