Exemple #1
0
void ConfigButton::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	states.transform *= getTransform();
	target.draw(m_background, states);
	target.draw((gui::Button) *this);
}
Exemple #2
0
	void GUIGraph::draw(sf::RenderTarget& target, sf::RenderStates states) const
	{
		states.transform *= getTransform();

		target.draw(m_vertexArray);
	}
Exemple #3
0
 void Flag::draw(sf::RenderTarget& target, sf::RenderStates states) const
 {
     target.draw(mSprite, states);
 }
Exemple #4
0
void 
Ball::draw(sf::RenderTarget& target) const
{
    target.draw(sprite_);
}
Exemple #5
0
void Mob::draw(sf::RenderTarget& target, sf::RenderStates states) const {
	target.draw(sprite, states);
}
Exemple #6
0
void SpriteNode::drawCurrent(sf::RenderTarget& target, sf::RenderStates states) const
{
    target.draw(mSprite, states);
}
Exemple #7
0
 virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
 {
     states.transform *= getTransform();
     states.texture = &m_tileset;
     target.draw(m_vertices, states);
 }
void World::drawPlayer(sf::RenderTarget& target)
{
    player.setPosition(player_position);
    target.draw(player);
}
Exemple #9
0
void TextNode::drawCurrent(sf::RenderTarget& target, sf::RenderStates states) const
{
    target.draw(mText, states);
}
Exemple #10
0
void Aircraft::drawCurrent(sf::RenderTarget &target, sf::RenderStates states) const
{
    target.draw(mSprite, states);
}
void World::drawObstacles(sf::RenderTarget& target)
{
    std::for_each(obstacle_container.begin(), obstacle_container.end(),
                  [&](const auto& ob) { target.draw(ob); });
}
Exemple #12
0
void TileMap::draw_layers(int start, int finish, sf::RenderTarget & target) const
{
        for(int i = start; i <= finish; ++i)
                target.draw(_layers[i]);
}
	void Collidable::debug_draw(sf::RenderTarget& target) {
		target.draw(*mMask);
	}
void Button::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	states.transform *= getTransform();
	target.draw(mSprite, states);
	target.draw(mText, states);
}
	virtual void draw(sf::RenderTarget &target, sf::RenderStates states) const {
		for(auto& p : m_systems) {
			target.draw(p.second, states);
		}
	}
void ScoreNode::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	target.draw(mStaticScoreText, states);
	target.draw(mScoreText, states);
	target.draw(mLivesText, states);
}
void Building::draw(sf::RenderTarget& target, sf::RenderStates states) const{
    target.draw(shape);
}
void ParticleSystem::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	states.texture = &mTexture;
	target.draw(mVertexArray, states);
}
Exemple #19
0
// Public Method(s)
	// Draw
void Grid::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	target.draw(mOutline, states);
}
void Map::draw(sf::RenderTarget& target,sf::RenderStates states) const
{
    for(unsigned int i = 0;i<ObjectsOnMap.size();i++)
        target.draw(*ObjectsOnMap[i]);
}
Exemple #21
0
	void Text::render(sf::RenderTarget& target, sf::RenderStates states) const
	{
		target.draw(_text);
	}
Exemple #22
0
//Do nothing is the default behavior
void WorldObject::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	target.draw(aabb, states);
	//OnDraw(&target, states);
}
Exemple #23
0
void LightObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
    edittimeIcon.setPosition(instance.GetX(), instance.GetY());
    renderTarget.draw(edittimeIcon);
}
Exemple #24
0
void destroyButton::draw(sf::RenderTarget& target , sf::RenderStates states) const{
    if (isHighlighted && !isClicked) {target.draw(highlightedSprite);}
}
Exemple #25
0
void BitmapText::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
	states.transform *= getTransform();
	states.texture = m_pBitmapFont->getTexture();
	target.draw(m_vertices, states);
}
Exemple #26
0
void Fader::draw(sf::RenderTarget& target, sf::RenderStates states) const {
	target.draw(rectFade, states);
}
Exemple #27
0
void Bullet::render(sf::RenderTarget& window)
{
    sprite.setPosition(getPosition());
    sprite.setRotation(getRotation());
    window.draw(sprite);
}
//draw hint
void Chest::DrawHint(sf::RenderTarget& window)
{
	if (interactHintSprite.getColor() == sf::Color::White)
		window.draw(interactHintSprite);
}
Exemple #29
0
//private
void InputSelect::draw(sf::RenderTarget& rt, sf::RenderStates states) const
{
    states.transform *= getTransform();
    rt.draw(m_backShape, states);
    rt.draw(m_text, states);
}
Exemple #30
0
	void grid::draw(sf::RenderTarget & target, sf::RenderStates states) const
	{
		states.texture = &tileset_;

		target.draw(vertices_, states);
	}