예제 #1
0
void FootBall::Render()
{
	char string[100] = { 0, };

	screen->ScreenClear();
	RenderSwitch(string);
	screen->ScreenFlipping();
}
예제 #2
0
void CBuildings::OnRender()
{
	if(Client()->State() < IClient::STATE_ONLINE)
		return;
	
	int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
	for(int i = 0; i < Num; i++)
	{
		IClient::CSnapItem Item;
		const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, i, &Item);

		if(Item.m_Type == NETOBJTYPE_TURRET)
		{
			const struct CNetObj_Turret *pTurret = (const CNetObj_Turret *)pData;
			const void *pPrev = Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID);
			RenderTurret(pTurret, pPrev ? (const CNetObj_Turret *)pPrev : pTurret);
		}
		else if(Item.m_Type == NETOBJTYPE_POWERUPPER)
			RenderPowerupper((const CNetObj_Powerupper *)pData);
		else if(Item.m_Type == NETOBJTYPE_SHOP)
			RenderShop((const CNetObj_Shop *)pData);
		else if (Item.m_Type == NETOBJTYPE_BUILDING)
		{
			const struct CNetObj_Building *pBuilding = (const CNetObj_Building *)pData;
			const void *pPrev = Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID);
			
			switch (pBuilding->m_Type)
			{
			case BUILDING_SAWBLADE:
				RenderSawblade(pBuilding);
				break;
				
			case BUILDING_MINE1:
				RenderMine(pBuilding);
				break;
				
			case BUILDING_MINE2:
				RenderElectromine(pBuilding);
				break;
				
			case BUILDING_BARREL:
				RenderBarrel(pBuilding, pPrev ? (const CNetObj_Building *)pPrev : pBuilding);
				break;
				
			case BUILDING_POWERBARREL:
				RenderPowerBarrel(pBuilding, pPrev ? (const CNetObj_Building *)pPrev : pBuilding);
				break;
				
			case BUILDING_LAZER:
				RenderLazer(pBuilding);
				break;
				
			case BUILDING_FLAMETRAP:
				RenderFlametrap(pBuilding, pPrev ? (const CNetObj_Building *)pPrev : pBuilding);
				break;
				
			case BUILDING_BASE:
				RenderBase(pBuilding);
				break;
				
			case BUILDING_STAND:
				RenderStand(pBuilding, pPrev ? (const CNetObj_Building *)pPrev : pBuilding);
				break;
				
			case BUILDING_REACTOR:
				RenderReactor(pBuilding);
				break;
				
			case BUILDING_TESLACOIL:
				RenderTeslacoil(pBuilding, pPrev ? (const CNetObj_Building *)pPrev : pBuilding);
				break;
				
			case BUILDING_REACTOR_DESTROYED:
				RenderDestroyedReactor(pBuilding);
				break;
				
			case BUILDING_SWITCH:
				RenderSwitch(pBuilding);
				break;
				
			case BUILDING_DOOR1:
				RenderDoor1(pBuilding);
				break;
				
			case BUILDING_GENERATOR:
				RenderGenerator(pBuilding, pPrev ? (const CNetObj_Building *)pPrev : pBuilding);
				break;
				
			case BUILDING_SCREEN:
				RenderScreen(pBuilding);
				break;
				
			/*
			case BUILDING_SHOP:
				RenderShop(pBuilding);
				break;
				*/
				
			default:;
			};
			
			//m_pClient->m_pEffects->Light(vec2(pBuilding->m_X, pBuilding->m_Y), 512);
		}
	}
}