I don't know whats going on here but the delay seems to happen before the display even though it comes after. I do see it flash up after the delay.
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void Player::upon_death()
{
apply_surface(0,0,dead,screen);
//SDL_BlitSurface( dead, NULL, screen, NULL ); <-- just tested with this but still failed
SDL_Delay(1000); // <----- This is happening before the lines above ???
collision_box.x = PLAYER_START_X;
collision_box.y = PLAYER_START_Y;
lives--;
}
I know I don't have to it like this but I'm just a bit confused to why it does this.