//============================================================================= // Render game items //============================================================================= void Game::renderGame() { const int BUF_SIZE = 20; static char buffer[BUF_SIZE]; //start rendering if (SUCCEEDED(graphics->beginScene())) { render(); // call render() in derived object graphics->spriteBegin(); // begin drawing sprites if(fpsOn) // if fps display requested { // convert fps to string _snprintf_s(buffer, BUF_SIZE, "fps %d ", (int)fps); dxFont.print(buffer,GAME_WIDTH-100,GAME_HEIGHT-28); } graphics->spriteEnd(); // end drawing sprites console->draw(); // console is drawn here so it appears on top of game messageDialog->draw(); // dialog is drawn on top inputDialog->draw(); // dialog is drawn on top //stop rendering graphics->endScene(); } handleLostGraphicsDevice(); //display the back buffer on the screen graphics->showBackbuffer(); }
//============================================================================= // Render game items //============================================================================= void Game::renderGame() { //start rendering if (SUCCEEDED(graphics->beginScene())) { render(); // call render() in derived object //stop rendering graphics->endScene(); } handleLostGraphicsDevice(); //display the back buffer on the screen graphics->showBackbuffer(); }
// ================================================================== // ゲームアイテムをレンダー // ================================================================== void Game::renderGame() { // レンダリングを開始 if(SUCCEEDED(graphics->beginScene())) { // renderは、継承したクラス側で記述する必要のある純粋仮想関数です render(); // 派生クラスのrender()を呼び出す // レンダリングを終了 graphics->endScene(); } handleLostGraphicsDevice(); // バックバッファを画面に表示 graphics->showBackbuffer(); }
//============================================================================= // Render game items //============================================================================= void Game::renderGame() { //start rendering if (SUCCEEDED(graphics->beginScene())) { // render is a pure virtual function that must be provided in the // inheriting class. render(); // call render in derived class //stop rendering graphics->endScene(); } handleLostGraphicsDevice(); //display the back buffer on the screen graphics->showBackbuffer(); }
void Game::renderGame() { //Begin a DirectX scene if (SUCCEEDED(graphics_->beginScene())) { //Render is a pure virtual function that must be provided in the //inheriting class. render(); //Call render in derived class graphics_->endScene(); } handleLostGraphicsDevice(); //Display the backbuffer on the screen graphics_->showBackbuffer(); }
//============================================================================= // Render game items // ゲームアイテムをレンダー P139 //============================================================================= void Game::renderGame() { //start rendering // レンダリングを開始 if (SUCCEEDED(graphics->beginScene())) { render(); // call render() in derived object // 派生クラスのrender()を呼び出す //stop rendering // レンダリング終了 graphics->endScene(); } handleLostGraphicsDevice(); //display the back buffer on the screen // バックバッファを画面に表示 graphics->showBackbuffer(); }
//============================================================================= // Render game items //============================================================================= void Game::renderGame() { //start rendering if (SUCCEEDED(graphics->beginScene())) { render(); // call render() in derived object // added - KJB - display fps //strcpy_s(fpsStr,"FPS: "); //_itoa((int)fps,fpsStr+5,10); // convert FPS to string //graphics->DrawTextString(10,10,fpsStr); // display the string int mouseX = input->getMouseX(); int mouseY = input->getMouseY(); // added to display mouse SCREEN position //added to display mouse MAP position /*strcpy_s(mouseMapStr,"Mouse MAP at ("); itoa(mouseX-offsetX,mouseMapStr + strlen(mouseMapStr),10); strcat_s(mouseMapStr,","); itoa(mouseY-offsetY,mouseMapStr + strlen(mouseMapStr),10); strcat_s(mouseMapStr,")"); graphics->DrawTextString(10,35,mouseMapStr); // display the string */ stringstream ss; ss << "Current State: " << currentState,mapStr + strlen(mapStr); //graphics->DrawTextString(10,440, ss.str().c_str()); // display the string ss.str(std::string()); // Clears the string stream. //pause message if(paused) { ss << "PAUSED - Hit [SPACE] to continue."; graphics->DrawTextString(200, 300, ss.str().c_str()); ss.str(std::string()); // Clears the string stream. } if(currentState == START) { if(instructions == 0) { ss << "Press Up or Down for instructions" << "\n" << "Press Space to Start"; graphics->DrawTextString(10, GAME_HEIGHT / 2 + 180, D3DCOLOR_ARGB(255, 139, 0, 0), ss.str().c_str()); ss.str(std::string()); // Clears the string stream. ss << "By JP, DD, MSP, JL, RC"; graphics->DrawTextString(410, GAME_HEIGHT - 30, D3DCOLOR_ARGB(255, 139, 0, 0), ss.str().c_str()); ss.str(std::string()); // Clears the string stream. } else if (instructions == 1) { ss << "Instructions:"; graphics->DrawTextString(50, 25, D3DCOLOR_ARGB(255, 155, 255, 255), ss.str().c_str()); ss.str(std::string()); /*ss << "Open and close the menu with M" << "\n" << "Move around with WASD" << "\n" << "Left click or press A to select a tile" << "\n" << "T to switch elemental tile." << "\n" << "1 and 2 to pull and push enemies" << "\n" << "Defeat the enemies to advance" << "\n" << "Escape will quit the game" << "\n\n" << "Fire increases Strength" << "\n" << "Earth increases Defense" << "\n" << "Wind increases Speed" << "\n" << "Water can be used to HEAL" ;*/ ss << "Keyboard Controls for overworld:" << endl; ss << "WASD control movement." << endl; ss << "Arrow keys control the menu." << endl; ss << "Push and pull are overworld abilities." << endl; ss << "Activate push and pull with 1 and 2" << endl; ss << "Right click a tile to grow a terrain feature." << endl; ss << "Shift right click a tile to remove a terrain feature." << endl; ss << "Press M to toggle and disable the menu." << endl; ss << "Clicking a tile changes the element of that tile" << endl; ss << "Press T with the menu open to cycle through the tiles." << endl; ss << "Y button switches the element you can create." << endl << endl; ss << "Controls for Battle:" << endl; ss << "Select a movement option and then a combat option." << endl; ss << "Exit flees the battle." << endl; ss << "Water improves healing, earth improves defense,\nFire improves offense and wind improves speed." << endl; graphics->DrawTextString(50, 50, D3DCOLOR_ARGB(255, 255, 255, 255), ss.str().c_str()); ss.str(std::string()); // Clears the string stream. } else if (instructions == 2) { //if (input->getControllerState(0)->connected) //{ ss << "Instructions:"; graphics->DrawTextString(50, 25, D3DCOLOR_ARGB(255, 155, 255, 255), ss.str().c_str()); ss.str(std::string()); ss << "Gamepad Controls for overworld:" << endl; ss << "Left thumbstick moves the player." << endl; ss << "Right thumbstick moves the camera / cursor." << endl; ss << "Left bumper pulls nearby enemies." << endl; ss << "Right bumper pushes nearby enemies." << endl; ss << "Right trigger + A increases tile feature." << endl; ss << "Right trigger + B decreases tile feature." << endl; ss << "B button held down and DPad button changes direction." << endl; ss << "Left trigger + A increases generates battlemap" << endl; ss << "A button changes element of selected tile ." << endl; ss << "Y button switches the element you can create." << endl << endl; ss << "Controls for Battle:" << endl; ss << "Left Thumbstick and DPad change menu options." << endl; ss << "Right Thumbstick moves tile cursor." << endl; ss << "A selects menu option." << endl; graphics->DrawTextString(50, 50, D3DCOLOR_ARGB(255, 255, 255, 255), ss.str().c_str()); ss.str(std::string()); // Clears the string stream. //} } } if(currentState == OVERWORLD || currentState == BATTLE) { ss << "Mouse SCREEN at (" << mouseX << "," << mouseY << ")";; //graphics->DrawTextString(10, 10, ss.str().c_str()); // display the string ss.str(std::string()); // Clears the string stream. //added to display the position of the screen origin RELATIVE TO THE MAP //**NOTE - the offset is negated because Bierre wants the vector FROM the map origin TO the screen origin. If we want the opposite, we simply take out the negative signs.** ss << "Map Offset (" << -offsetX << "," << -offsetY << ")"; //graphics->DrawTextString(10, 35, ss.str().c_str()); // display the string ss.str(std::string()); // Clears the string stream. ss << "Current Element: " << currentElement; //graphics->DrawTextString(10, 60, ss.str().c_str()); ss.str(std::string()); // Clears the string stream. ss << "Focused Tile: (" << focusedTileX << "," << focusedTileY << ")"; //graphics->DrawTextString(10, 110, ss.str().c_str()); ss.str(std::string()); // Clears the string stream. } if(currentState == BATTLE) { if(currentTurn == 1) { ss << "Current Turn: Player"; } else { ss << "Current Turn: " << currentTurn; } graphics->DrawTextString(10, 10, ss.str().c_str()); ss.str(std::string()); // Clears the string stream. ss << "Backspace - To overworld"; graphics->DrawTextString(10, 35, ss.str().c_str()); ss.str(std::string()); // Clears the string stream. //ss << "S: " << player-> } //stop rendering graphics->endScene(); } handleLostGraphicsDevice(); //display the back buffer on the screen graphics->showBackbuffer(); }