void Unload() { Stackit; DeleteNull(lpShip); DeleteNull(lpHelp); DeleteNull(lpCoreDynBody) DeleteNull(lpCoreBackground); DeleteNull(lpCoreFlareList); CoreSystemDestroy(); }
void SpriteRendererD3D11::CleanUp() { ReleaseNull(default_blend_state_); ReleaseNull(default_render_state_); ReleaseNull(default_depth_stencil_state_); ReleaseNull(vertex_buffer_); DeleteNull(default_texture_); }
Body::Body(Vertex Center, float Width, float Height) { Init(Center, Width, Height, NULL); } Body::Body(Vertex Center, HTEXTURE hTexture) { float Width, Height; Texture::GetSize(hTexture, Width, Height, true); Init(Center, Width, Height, hTexture); } Body::~Body() { DeleteNull(lpSprite) } void Body::TextureSet(HTEXTURE hTexture) { lpSprite->SetTexture(hTexture); } void Body::RotationSet(float RotationRadian) { if(RotationRadian < 0) RotationRadian = CoreRad1 + RotationRadian; if(RotationRadian > CoreRad1) RotationRadian = RotationRadian - CoreRad1;
CoreText::~CoreText() { DeleteNull(Font); }
CoreSprite::~CoreSprite() { DeleteNull(Sprite); }