void Render()
{
#ifndef TFA_FRESH
		GfxClear(EGfxColor_Black);
#endif
	gGame.Render();
}
Exemple #2
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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);
}
Exemple #3
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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);
	}
}
Exemple #4
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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
}
Exemple #5
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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);
	
}
Exemple #6
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void Render()
{
	GfxClear(EGfxColor_Black);
}
Exemple #7
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void MainMenu::Render()
{
	GfxClear(EGfxColor_Black);
	GfxSpriteRender(g_tMainMenuBackgroundSprite);
}
Exemple #8
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void Render()
{
    GfxClear(EGfxColor_Black);
    GfxSpriteRender(g_pSprite);
}