Beispiel #1
0
//敵の弾の描画
void draw_Enemy_shot() {
	substance *sub = enemy_shot.getSub();
	for (int i = 0; i < enemy_shot.getSize(); i++) {
		if (sub[i].flag == true) {
			DrawSphere3D(VGet(sub[i].x, sub[i].y, sub[i].z), SHOT_CAPSULE_R, SHOT_CAPSULE_DIVNUM, GetColor(255, 0, 0), GetColor(255, 0, 0), TRUE);
		}
	}
}
Beispiel #2
0
//プレイヤー弾の描画
void draw_Player_shot() {
	substance *sub = player_shot.getSub();
	for (int i = 0; i < player_shot.getSize(); i++) {
		if (sub[i].flag == true) {
			DrawSphere3D(VGet(sub[i].x, sub[i].y + SHOT_PLAYER_Y, sub[i].z), SHOT_CAPSULE_R, SHOT_CAPSULE_DIVNUM, GetColor(0, 255, 255), GetColor(0, 0, 255), TRUE);
		}
	}
}
Beispiel #3
0
//エフェクトの描画
void draw_Effect() {
	effect* eff = player_shot.getEff();
	for (int i = 0; i < player_shot.getSize(); i++) {
		if (eff[i].flag == true) {
			SetDrawBlendMode(DX_BLENDMODE_ALPHA, eff[i].br);
			DrawSphere3D(VGet(eff[i].x, eff[i].y, eff[i].z), eff[i].r, 8, GetColor(255, 0, 0), GetColor(255, 255, 255), TRUE);
			SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 0);
		}
	}

	eff = enemy_shot.getEff();
	for (int i = 0; i < player_shot.getSize(); i++) {
		if (eff[i].flag == true) {
			SetDrawBlendMode(DX_BLENDMODE_ALPHA, eff[i].br);
			DrawSphere3D(VGet(eff[i].x, eff[i].y, eff[i].z), eff[i].r, 8, GetColor(255, 0, 0), GetColor(255, 255, 255), TRUE);
			SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 0);
		}
	}
}
Beispiel #4
0
	void Cenemy::draw()
	{
		if(state != STATE_LIVE) return;
		//モデルの描画
		//		MV1DrawModel(model);
		//ボディの描画
		DrawCone3D(VAdd(Penemy->pos,VGet(0,15,0)),VAdd(Penemy->pos,VGet(0,7,0)),4,80,0xff4444,0xff9999,TRUE) ;
		DrawSphere3D(Penemy->pos,this->body_rudius,80,0xff44444,0xff9999,TRUE);
		DrawSphere3D(VSub(Penemy->pos,VGet(0,10,0)),3,80,0xff4444,0xff9999,TRUE);
		DrawCone3D(VSub(Penemy->pos,VGet(0,25,0)),VSub(Penemy->pos,VGet(0,15,0)),2,80,0xff4444,0xff9999,TRUE) ;
		for(int i = 0;i < 4;i++)
		{
			for(int k = 0; k < AMMO_MAX*2;k++)
			{
				if(this->enemy_shot_state[i][k] == STATE_LIVE)
				{
					DrawSphere3D(this->enemy_shot_pos[i][k],2,24,0xddffdd,0xddffdd,TRUE);
				}
			}
		}

	}
Beispiel #5
0
	void Creticle::draw()
	{
	
		graph_angle += (DX_PI_F/180)*2 ;
		switch(Pplayer->target_type)
		{
		case FREE:
			DrawSphere3D(Pplayer->Preticle->pos,3,20,0x000000,0xffffff,TRUE);
			DrawBillboard3D(Pplayer->Preticle->pos,0.5f,0.5f,80,graph_angle,graph,TRUE,TRUE);
			break;
		case TARGET:
			switch (Csystem::game_mode)
			{
			case Csystem::SOLO:
				DrawBillboard3D(Pboss->pos,0.5f,0.5f,80,graph_angle,graph,TRUE,TRUE);
				break;
			case Csystem::ONLINE:
				DrawBillboard3D(Penemy->pos,0.5f,0.5f,80,graph_angle,graph,TRUE,TRUE);
				break;
			}
			break;
		}
	}
Beispiel #6
0
void Graphics::DrawSphere3D( double x, double y, double z, double r, int res, GLuint texture, float red, float green, float blue, float alpha )
{
	DrawSphere3D( x, y, z, r, res, texture, TEXTURE_MODE_Y_ASIN, red, green, blue, alpha );
}
Beispiel #7
0
void Graphics::DrawSphere3D( double x, double y, double z, double r, int res, GLuint texture, uint32_t texture_mode )
{
	DrawSphere3D( x, y, z, r, res, texture, texture_mode, 1.f, 1.f, 1.f, 1.f );
}
Beispiel #8
0
inline void SPHERE :: display(void){
	DrawSphere3D(VGet(x, y, z), radius, 16, col, col, TRUE);
}
Beispiel #9
0
	void Cshot::draw()
	{
		if(state == Cobject::STATE_LIVE) DrawSphere3D(pos,this->body_rudius,8,0xddddff,0xddddff,TRUE);
	}