void Render() { #ifndef TFA_FRESH GfxClear(EGfxColor_Black); #endif gGame.Render(); }
void Render() { GfxClear(EGfxColor_Black); GfxSpriteRender(g_pBackgroundSprite); for (int i = 0; i < BUILDING_NUMBER; i++) { GfxSpriteRender(g_tBuilding[i].m_tBuildingNumberSprite); } GfxSpriteRender(g_pSpriteIncome); }
void Render() { GfxClear(EGfxColor_Black); for (int i = 0; i < m_Sprite.iMaxInt; i++) { if (m_Sprite.pSprite[i] != nullptr) { GfxSpriteRender(m_Sprite.pSprite[i]); } } if (m_Player.pSprite != nullptr) { GfxSpriteRender(m_Player.pSprite); } }
void Render() { GfxClear(EGfxColor_Black); GfxSpriteRender(g_pSpritesBg); for (int i = 0; i < g_iWallCount; i++) { GfxSpriteRender(g_pSpriteWall[i]); } for (int i = 0; i < g_iDeathWallCount; i++) { GfxSpriteRender(g_pSpriteDeathWall[i]); } GfxSpriteRender(g_pSpriteHero); // A partir de ce scope, on peut accéder à tout sauf ce qui est dans les boites autres. Si on veut utiliser pSprite, il va falloir le mettre en global }
void Render() { GfxClear(EGfxColor_Black); //for (int i = 0; i < g_iNbrCave; i++) //{ // GfxSpriteRender(g_pCave[i].g_pSpriteCave); //} for (int i = 0; i < g_iNbrCave; i++) { GfxSpriteRender(g_pCave[i].pLines); } GfxSpriteRender(g_pSpriteBase); //GfxSpriteRender(g_pSpritePlayer); GfxSpriteRender(g_pLines); GfxSpriteRender(g_pLines2); }
void Render() { GfxClear(EGfxColor_Black); }
void MainMenu::Render() { GfxClear(EGfxColor_Black); GfxSpriteRender(g_tMainMenuBackgroundSprite); }
void Render() { GfxClear(EGfxColor_Black); GfxSpriteRender(g_pSprite); }