void Level::Draw(Application &App) { if(m_exit) { return; } // Clear screen App.Clear(); // Draw the panels into the buffer m_gui.Draw(App); App.Draw(sf::Shape::Rectangle(0, 50.0f, 860.0f, 580.0f, sf::Color(0, 0, 0, 130))); // If we have a menu pop up, draw it if(m_active_menu) { // Tints the background panels using a black transparent rectangle that covers the whole screen App.Draw(sf::Shape::Rectangle(0, 0, App.GetWidth(), App.GetHeight(), sf::Color(0, 0, 0, 230))); // draw active menu on top of the tinted panels m_active_menu->Draw(App); } // Finally, display the buffered frame on screen App.Display(); }
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); Application * theApp = new Application(); if (FAILED(theApp->Initialise(hInstance, nCmdShow))) { return -1; } // Main message loop MSG msg = {0}; while (WM_QUIT != msg.message) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { theApp->Update(); theApp->Draw(); } } delete theApp; theApp = nullptr; return (int) msg.wParam; }
void MultiBullet::Draw(Application &App){ if(m_last_pulse + CLOCKS_PER_SEC < clock()) { App.Draw(m_circ); } else{ return; } }
int main() { Application game = Application(); game.Create( "My Awesome Game", 1270, 720, 32, false ); while( game.isRunning()) { game.Update(); game.Draw(); } return 0; }
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); Application * theApp = new Application(); if (FAILED(theApp->Initialise(hInstance, nCmdShow))) { return -1; } // Main message loop MSG msg = {0}; while (WM_QUIT != msg.message) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { bool handled = false; if (msg.message >= WM_KEYFIRST && msg.message <= WM_KEYLAST) { handled = theApp->HandleKeyboard(msg); } else if (WM_QUIT == msg.message) break; if (!handled) { TranslateMessage(&msg); DispatchMessage(&msg); } } else { theApp->Update(); theApp->Draw(); Sleep(20); } } delete theApp; theApp = nullptr; return (int) msg.wParam; }
int main() { Application* app = new Application; app->Startup(); //staff->LoadObject("./data/Models/soulspear/soulspear.obj", "./data/Models/soulspear/soulspear_diffuse.tga"); //dragon->LoadObject("./data/Models/Dragon/Dragon.obj"); while (glfwWindowShouldClose(app->windowView->m_window) == false && glfwGetKey(app->windowView->m_window, GLFW_KEY_ESCAPE) != GLFW_PRESS) { app->Update(); app->Draw(); } app->Shutdown(); return 0; }
void QuitGame::Draw(Application &App) { App.Draw(*this); m_banner.Draw(App); }
void TowerButton::Draw(Application &App) { App.Draw(*this); subDraw(App); }
void HomeBase::Draw(Application &App) { App.Draw(*this); m_health.Draw(App); }
void Banner::Draw(Application &App) { App.Draw(*this); SpriteObj::subDraw(App); }