Пример #1
0
void cPlayerManager::RenderName()
{
	//	全プレイヤー描画
	for( int p=0 ; p<PLAYER_MAX ; p++ )
	{
		if( player[p] == NULL ) continue;

		Matrix	mat;
		Vector3	v = get2DPos(p);
		if( v.z < .0f ) continue;
		//		名前描画
		char* name = gameParam->getPlayerName(p);
		IEX_DrawText( name, (int)v.x-lstrlen(name)*4, (int)v.y-20, 256, 16, 0xFFFFFF00 );
	}
}
Пример #2
0
//*****************************************************************************************************************************
//		描画
//*****************************************************************************************************************************
void Framework::Render()
{
	if( !bRender ) return;
	//	シーン開始
	iexSystem::BeginScene(); 
	//	シーン描画
	if( scene != NULL ) scene->Render();

	//	フレーム表示
#ifdef _DEBUG
	char	str[64];
	wsprintf( str, "FPS %03d / %03d\n", dwFPS, dwRenderFPS );
	IEX_DrawText( str, 10,10,200,20, 0xFFFFFF00 );
#endif

	// シーン終了
	iexSystem::EndScene();

	dwRCurFrame ++;	//	描画フレーム数更新
}
Пример #3
0
	void	DrawString( LPSTR string, int x, int y, Vector3 color )
	{
		IEX_DrawText( string, x, y, 300, 300, ARGB( 0xFF, ( DWORD )( 0xFF * color.x ), ( DWORD )( 0xFF * color.y ), ( DWORD )( 0xFF * color.z ) ) );
	}
Пример #4
0
	void	DrawString( LPSTR string, int x, int y, float r, float g, float b )
	{
		IEX_DrawText(string, x, y, 300, 300, ARGB(0xFF, ( DWORD )( 0xFF * r ), ( DWORD )( 0xFF * g ), ( DWORD )( 0xFF * b ) ) );
	}
Пример #5
0
	//	デバッグ文字
	void	DrawString( LPSTR string, int x, int y, DWORD color )
	{
		IEX_DrawText( string, x, y, 300, 300, color );
	}