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() { for (int i = 0; i < g_iWallCount; i++) { GfxSpriteRender(g_pSpriteWall[i]); } for (int i = 0; i < g_cptCookie; i++) { GfxSpriteRender(g_pCookie[i]); } GfxSpriteRender(g_pSpriteEnemy); 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 TEntity::Render() { if (m_pSprite != nullptr) { GfxSpriteRender(m_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 TFade::Render() { #ifndef TFA_FRESH GfxSpriteRender(m_pFadeSprite); #endif }
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 TPlayer::Render(const int MAX_Wall) { TGfxVec2 tBackToCenter = (m_tPosition - m_tStartPosition); m_tPosition -= tBackToCenter; GfxSpriteSetPosition(m_pSpritePlayer, GfxSpriteGetPositionX(m_pSpritePlayer) - tBackToCenter.x, GfxSpriteGetPositionY(m_pSpritePlayer) - tBackToCenter.y); GfxSpriteSetPosition(tMap.g_tLevelSprite, GfxSpriteGetPositionX(tMap.g_tLevelSprite) - tBackToCenter.x, GfxSpriteGetPositionY(tMap.g_tLevelSprite) - tBackToCenter.y); m_tSpawnPosition -= tBackToCenter; for (int i = 0; i < MAX_Wall; i++) { // if different from -2000, -2000 if (tWall[i].tPosition != TGfxVec2(-2000, -2000)) { tWall[i].tPosition -= tBackToCenter; } } m_tRespawnVector -= tBackToCenter; GfxSpriteRender(tMap.g_tLevelSprite); GfxSpriteRender(m_pSpritePlayer); }
void Render() { GfxSpriteRender(g_pSprite->m_pSprite); }
void TBox::Render_O_Text() { if (m_bIsDrawable && m_pTextSprite!=nullptr) GfxSpriteRender(m_pTextSprite); }
void TBox::Render_O_Img() { if (m_bIsDrawable&& m_pSprite != nullptr)GfxSpriteRender(m_pSprite); }
void TBox::Render_O_Line() { if (m_bIsDrawable&& m_pLineSprite != nullptr)GfxSpriteRender(m_pLineSprite); }
void MainMenu::Render() { GfxClear(EGfxColor_Black); GfxSpriteRender(g_tMainMenuBackgroundSprite); }
void Render() { GfxClear(EGfxColor_Black); GfxSpriteRender(g_pSprite); }