void Game::Draw(BackBuffer& backBuffer) { ++m_frameCount; backBuffer.SetClearColour(0, 0, 0); backBuffer.Clear(); // Ex006.3: Draw all enemy aliens in container... for (int i = 0; i < m_enemyShip.size(); i++) { m_enemyShip[i]->Draw(backBuffer); } // Ex006.4: Draw all bullets in container... for (int i = 0; i < m_bullet.size(); i++) { m_bullet[i]->Draw(backBuffer); } // Draw the explosions for (int i = 0; i < m_explosion.size(); i++) { m_explosion[i]->Draw(backBuffer); } // Draw the particle within the emitter // encapsulate this! if (m_pEmitter->IsEmitting()) { m_pEmitter->Draw(backBuffer); } // Ex006.2: Draw the player ship... m_playerShip->Draw(backBuffer); backBuffer.Present(); }
void Game::Draw(BackBuffer& backBuffer) { ++m_frameCount; backBuffer.SetClearColour(0,0,0); backBuffer.Clear(); bg->Draw(*m_pBackBuffer); // Draw all enemy aliens in container... std::vector<Enemy*>::iterator enemyIterator; for(enemyIterator = m_EnemyVector.begin(); enemyIterator != m_EnemyVector.end(); ++enemyIterator) { (*enemyIterator)->Draw(backBuffer); } //draw platfomrs std::vector<Platform*>::iterator platIterator; for (platIterator = m_PlatVector.begin(); platIterator != m_PlatVector.end(); ++platIterator) { (*platIterator)->Draw(backBuffer); } // Draw all bullets in container... std::vector<Bullet*>::iterator bulletIterator; for(bulletIterator = m_BulletVector.begin(); bulletIterator != m_BulletVector.end(); ++bulletIterator) { (*bulletIterator)->Draw(backBuffer); } // Draw the player ship... m_pPlayer->Draw(*m_pBackBuffer); //Draw explosions std::vector<Explosion*>::iterator ExplosionIterator; for (ExplosionIterator = Explosions.begin(); ExplosionIterator != Explosions.end(); ++ExplosionIterator) { (*ExplosionIterator)->Draw(backBuffer); } backBuffer.Present(); }
void Game::Draw(BackBuffer& backBuffer) { ++m_frameCount; backBuffer.Clear(); // Ex006.3: Draw all enemy aliens in container... // Ex006.4: Draw all bullets in container... // Ex006.2: Draw the player ship... backBuffer.Present(); }
void Label::SetText(std::string textOnScreen, BackBuffer& backbuffer) { if (m_text == textOnScreen) { return; } m_text = textOnScreen; m_textTexture = backbuffer.CreateText(textOnScreen, m_colour); }
void AnimatedSprite::Draw(BackBuffer& backbuffer) { // Ex007.1: Draw the particular frame into the backbuffer. backbuffer.DrawAnimatedSprite(*this, m_frameCoords[m_currentFrame], m_frameWidth); // What is the current frame's x coordinate? // What is the frame width? }
void AnimatedSprite::Draw(BackBuffer& backbuffer) { // Ex007.1: Draw the particular frame into the backbuffer. // What is the current frame's x coordinate? // What is the frame width? this->m_width = m_frameWidth; backbuffer.DrawAnimatedSprite(*this); }
void Sprite::Draw(BackBuffer& backbuffer) { backbuffer.DrawSprite(*this); }