bool CEffHit008::Draw( CD3DDraw *draw ) { CTexture *tex; D3DXIMAGE_INFO texInfo; CSprite::Draw(); // 描画 // 画像表示基準点 StImageData *anime ; anime = &m_Anime.GetCurrentMotion()->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 // m_DispObj->SetBlendColor( D3DCOLOR_ARGB(200,255,0,0) ); // m_DispObj->SetRotation( 1,-90,0,0, 0, 0); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY, m_X - anime->m_BaseX + (long)texInfo.Width , m_Y - anime->m_BaseY + (long)texInfo.Height ); draw->Draw( m_DispObj ); return TRUE; }
bool CEffAttack001::Draw( CD3DDraw *draw ) { CTexture *tex; D3DXIMAGE_INFO texInfo; CSprite::Draw(); // 描画 // 画像表示基準点 StImageData *anime ; anime = &m_Anime.GetCurrentMotion()->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 // m_DispObj->SetRotation( 1,-90,0,0, 0, 0); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX * m_Dir , m_Y - anime->m_BaseY , m_X + ( ((long)texInfo.Width - anime->m_BaseX) * m_Dir ), m_Y + ( (long)texInfo.Height - anime->m_BaseY ) ); draw->Draw( m_DispObj ); return TRUE; }
bool CEffAction003::Draw( CD3DDraw *draw ) { CTexture *tex; D3DXIMAGE_INFO texInfo; CSprite::Draw(); // 描画 // 画像表示基準点 StImageData *anime ; anime = &m_Anime.GetCurrentMotion()->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor( D3DCOLOR_ARGB( 240 - m_Flame * 8 , 255,255,255 ) ); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX - m_Flame * 2 , m_Y - anime->m_BaseY - m_Flame * 2, m_X - anime->m_BaseX + (long)texInfo.Width + m_Flame * 2, m_Y - anime->m_BaseY + (long)texInfo.Height + m_Flame * 2 ); draw->Draw( m_DispObj ); return TRUE; }
bool CSprite::Draw( CD3DDraw *draw ) { CTexture *tex; D3DXIMAGE_INFO texInfo; Draw(); // 描画 // 画像表示基準点 StImageData *anime ; anime = &m_Anime.GetCurrentMotion()->m_Image; /* 旧 ST_IMAGE_DATA *anime ; anime = &m_Anime->m_AnimeData[m_AnimeImage] ; tex = m_Tex->GetTexture( m_Anime->m_AnimeData[m_AnimeImage].m_TextureNo ) ; */ tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY , m_X + ( (long)texInfo.Width - anime->m_BaseX ), m_Y + ( (long)texInfo.Height - anime->m_BaseY ) ); draw->Draw( m_DispObj ); return TRUE; }
bool CSysLogo2::Draw( CD3DDraw *draw ) { CD3DDraw2 *draw2 = (CD3DDraw2*)(draw) ; CTexture *tex; D3DXIMAGE_INFO texInfo; Draw(); // 描画 // 画像表示基準点 StImageData *anime ; anime = &m_Anime.GetCurrentMotion()->m_Image; /* 旧 ST_IMAGE_DATA *anime ; anime = &m_Anime->m_AnimeData[m_AnimeImage] ; tex = m_Tex->GetTexture( m_Anime->m_AnimeData[m_AnimeImage].m_TextureNo ) ; */ tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY , m_X + ( 800 - anime->m_BaseX ), m_Y + ( 600 - anime->m_BaseY ) ); if( m_State == 0 ){ m_DispObj->SetBlendColor( D3DCOLOR_ARGB( m_Flame ,0xff,0xff,0xff )); } else{ m_DispObj->SetBlendColor( D3DCOLOR_ARGB( 255-m_Flame ,0xff,0xff,0xff )); } draw2->Draw( m_DispObj ); // draw2->Draw2( m_DispObj , m_Flame ); return FALSE; }
bool CTitleRod::Draw( CD3DDraw *draw ) { CTexture *tex; D3DXIMAGE_INFO texInfo; CSprite::Draw(); StImageData *anime ; switch( m_State ){ case 0: // 描画 // 画像表示基準点 anime = &m_Anime.GetCurrentMotion()->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY , m_X + ( ((long)texInfo.Width - anime->m_BaseX)), m_Y + ( (long)texInfo.Height - anime->m_BaseY ) ); draw->Draw( m_DispObj ); break; case 1: case 2: // 描画 // 画像表示基準点 anime = &m_Anime.GetCurrentMotion()->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - m_RodDx , m_Y - m_RodDy , m_X + m_RodDx , m_Y + m_RodDy ); draw->Draw( m_DispObj ); break; case 3: // 描画 // 画像表示基準点 anime = &m_Anime.GetCurrentMotion()->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor( D3DCOLOR_ARGB(255-(255/60*m_Flame),255,255,255) ); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - m_RodDx , m_Y - m_RodDy , m_X + m_RodDx , m_Y + m_RodDy ); draw->Draw( m_DispObj ); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 17 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor( D3DCOLOR_ARGB((255/60*m_Flame),255,255,255) ); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_TargetX - anime->m_BaseX , m_TargetY - anime->m_BaseY , m_TargetX + ( ((long)texInfo.Width - anime->m_BaseX)), m_TargetY + ( (long)texInfo.Height - anime->m_BaseY ) ); draw->Draw( m_DispObj ); break; case 4: // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 17 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor( D3DCOLOR_ARGB(255,255,255,255)); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_TargetX - anime->m_BaseX , m_TargetY - anime->m_BaseY , m_TargetX + ( ((long)texInfo.Width - anime->m_BaseX)), m_TargetY + ( (long)texInfo.Height - anime->m_BaseY ) ); draw->Draw( m_DispObj ); break; case 5: m_DispObj->SetDestBlend(D3DBLEND_ZERO); m_DispObj->SetSrcBlend(D3DBLEND_SRCALPHA); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 17 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor( D3DCOLOR_ARGB( 255,255,255,255 )); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_TargetX - anime->m_BaseX , m_TargetY - anime->m_BaseY , m_TargetX + ( ((long)texInfo.Width - anime->m_BaseX)), m_TargetY + ( (long)texInfo.Height - anime->m_BaseY ) ); draw->Draw( m_DispObj ); m_DispObj->SetDestBlend(D3DBLEND_ONE); m_DispObj->SetSrcBlend(D3DBLEND_SRCALPHA); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 18 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor(D3DCOLOR_ARGB((255/60*m_Flame+5),255,255,255)); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( 0,0,800,600 ); draw->Draw( m_DispObj ); break; case 6: m_DispObj->SetDestBlend(D3DBLEND_ZERO); m_DispObj->SetSrcBlend(D3DBLEND_SRCALPHA); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 19 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor( D3DCOLOR_ARGB( 255,255,255,255 )); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY , m_X + ( ((long)texInfo.Width - anime->m_BaseX)), m_Y + ( (long)texInfo.Height - anime->m_BaseY ) ); draw->Draw( m_DispObj ); m_DispObj->SetDestBlend(D3DBLEND_ONE); m_DispObj->SetSrcBlend(D3DBLEND_SRCALPHA); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 18 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor(D3DCOLOR_ARGB(255-(255/60*m_Flame+5),255,255,255)); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( 0,0,800,600 ); draw->Draw( m_DispObj ); break; case 7: m_DispObj->SetDestBlend(D3DBLEND_ZERO); m_DispObj->SetSrcBlend(D3DBLEND_SRCALPHA); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 19 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor( D3DCOLOR_ARGB( 255,255,255,255 )); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY , m_X + ( ((long)texInfo.Width - anime->m_BaseX)), m_Y + ( (long)texInfo.Height - anime->m_BaseY ) ); draw->Draw( m_DispObj ); break; } return TRUE; }
/*bool CBattleMenu::FlameResult() { return TRUE; } */ bool CBattleMenu::Draw( CD3DDraw *draw ) { CTexture *tex; D3DXIMAGE_INFO texInfo; CSprite::Draw(); m_DispObj->SetBlendColor( 0xa0ffffff ); m_DispObj->SetRotation( 1,0,0,0, 0, 0); StImageData *anime ; if( m_State != 1 ){ return true; } // 描画(背景) // 画像表示基準点 anime = &m_Anime.GetMotionData(0)->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画(背景) m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( 0, 0, 800, 600 ); draw->Draw( m_DispObj ); // 描画(項目) // 画像表示基準点 m_DispObj->SetRotation( 1,0,0,0, 0, 0); for( int i = 1 ; i < CDataBattleMenu::SELECT_TOP_MAX_VALUE ; i++ ){ if( m_SelectTop == i ){ m_DispObj->SetBlendColor( 0xffffffff ); } else{ m_DispObj->SetBlendColor( 0xff666666 ); } anime = &m_Anime.GetMotionData(i)->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画(背景) m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( 200 , 50 + 40 * i, 200 + (long)texInfo.Width, 50 + 40 * i + (long)texInfo.Height ); draw->Draw( m_DispObj ); } // 描画(選択) // 画像表示基準点 m_DispObj->SetRotation( 1,0,0,0, 0, 0); for( int i = 1 ; i < CDataBattleMenu::SELECT_TOP_MAX_VALUE ; i++ ){ if( m_SelectItemEnable[i] == true ){ if( m_SelectTop == i ){ m_DispObj->SetBlendColor( 0xffffffff ); } else{ m_DispObj->SetBlendColor( 0xff666666 ); } if( m_SelectItemEnable[i] == true ){ anime = &m_Anime.GetMotionData( m_SelectItemImageNo[i][m_Data->GetValue(i)])->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画(背景) m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( 500 , 50 + 40 * i, 500 + (long)texInfo.Width, 50 + 40 * i + (long)texInfo.Height ); draw->Draw( m_DispObj ); } } } return true; }
bool CTitleLogo::Draw( CD3DDraw *draw ) { CTexture *tex; D3DXIMAGE_INFO texInfo; CSprite::Draw(); StImageData *anime ; switch( m_State ){ case 0: m_DispObj->SetDestBlend(D3DBLEND_ZERO); m_DispObj->SetSrcBlend(D3DBLEND_SRCALPHA); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 2 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor(D3DCOLOR_ARGB(((int)((float)254/60*m_Flame)),255,255,255)); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY, m_X + (long)texInfo.Width - anime->m_BaseX, m_Y + (long)texInfo.Height - anime->m_BaseY ); draw->Draw( m_DispObj ); break; case 1: m_DispObj->SetDestBlend(D3DBLEND_ZERO); m_DispObj->SetSrcBlend(D3DBLEND_ONE); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 2 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor(D3DCOLOR_ARGB(255,255,255,255)); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY, m_X + (long)texInfo.Width - anime->m_BaseX, m_Y + (long)texInfo.Height - anime->m_BaseY ); draw->Draw( m_DispObj ); break; case 2: m_DispObj->SetDestBlend(D3DBLEND_ONE); m_DispObj->SetSrcBlend(D3DBLEND_SRCALPHA); // 描画 // 画像表示基準点 anime = &m_Anime.GetMotionData( 2 )->m_Image ; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; // 描画 m_DispObj->SetBlendColor( D3DCOLOR_ARGB(254-(int)((float)254/60*m_Flame),255,255,255) ); m_DispObj->SetTexture( tex ); m_DispObj->SetDestRect( m_X - anime->m_BaseX , m_Y - anime->m_BaseY, m_X + (long)texInfo.Width - anime->m_BaseX, m_Y + (long)texInfo.Height - anime->m_BaseY ); draw->Draw( m_DispObj ); break; } return TRUE; }
bool CScnHpGauge::Draw( CD3DDraw *draw ) { CTexture *tex; D3DXIMAGE_INFO texInfo; // 描画 // 画像表示基準点 StImageData *anime ; int baseX, baseY ; // 描画 バック赤 anime = &m_Anime.GetActionData(1)->GetMotionData(1)->m_Image; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; m_DispObj->SetTexture( tex ); /// m_DispObj->SetBlendColor( 0xffff0000 ); m_DispObj->SetBlendColor( 0xffffffff ); if( m_Player == 1 ){ baseX = m_X + 12; baseY = m_Y + 8; m_DispObj->SetDestRect( baseX - anime->m_BaseX , baseY - anime->m_BaseY , baseX + ( 315 * m_CurrentHp / 10000) , //m_Target->m_Spec.MAX_HP, baseY + 23 ); } else{ baseX = m_X + 315; baseY = m_Y + 8; m_DispObj->SetDestRect( baseX + ( (long)texInfo.Width - anime->m_BaseX ), baseY - anime->m_BaseY, baseX - ( 315 * m_CurrentHp / 10000),//m_Target->m_Spec.MAX_HP, baseY + 23 ); } //// draw->Draw( m_DispObj ); // 描画 身 anime = &m_Anime.GetActionData(1)->GetMotionData(0)->m_Image; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; m_DispObj->SetTexture( tex ); m_DispObj->SetBlendColor( 0xffffffff ); if( m_Player == 1 ){ // baseX = m_X + 12; // baseY = m_Y + 8; baseX = m_X + 87; baseY = m_Y + 32; // m_DispObj->SetDestRect( baseX - anime->m_BaseX , baseY - anime->m_BaseY , // baseX + ( 315 * m_Target->GetHpGauge() / 10000) , //m_Target->m_Spec.MAX_HP, // baseY + 23 ); m_DispObj->SetDestRect( baseX + (long)texInfo.Width - ( (long)texInfo.Width * m_Target->GetHpGauge() / 10000), baseY - anime->m_BaseY , baseX + (long)texInfo.Width , //m_Target->m_Spec.MAX_HP, baseY + 20 ); } else{ // baseX = m_X + 338; // baseY = m_Y + 8; baseX = m_X + 84; baseY = m_Y + 32; // m_DispObj->SetDestRect( baseX + ( (long)texInfo.Width - anime->m_BaseX ), // baseY - anime->m_BaseY, // baseX - ( 315 * m_Target->GetHpGauge() / 10000),//m_Target->m_Spec.MAX_HP, // baseY + 23 ); m_DispObj->SetDestRect( baseX , baseY - anime->m_BaseY, baseX + ( (long)texInfo.Width * m_Target->GetHpGauge() / 10000),//m_Target->m_Spec.MAX_HP, baseY + 20 ); } draw->Draw( m_DispObj ); // 描画 枠 // anime = &m_Anime.GetMotionData(0)->m_Image; // anime = &m_Anime.GetCurrentMotion()->m_Image; anime = &m_Anime.GetActionData(0)->GetMotionData(0)->m_Image; tex = m_Tex->GetTexture( anime->m_TextureNo ) ; tex->GetTextureInfo( &texInfo ) ; m_DispObj->SetTexture( tex ); if( m_Player == 1 ){ baseX = m_X -5; baseY = m_Y; m_DispObj->SetDestRect( baseX - anime->m_BaseX , m_Y - anime->m_BaseY , baseX + ( (long)texInfo.Width - anime->m_BaseX ), m_Y + ( (long)texInfo.Height - anime->m_BaseY ) ); } else{ baseX = m_X + 31; baseY = m_Y; m_DispObj->SetDestRect( baseX + ( (long)texInfo.Width - anime->m_BaseX ), m_Y - anime->m_BaseY, baseX - anime->m_BaseX, m_Y + ( (long)texInfo.Height - anime->m_BaseY ) ); } draw->Draw( m_DispObj ); return true; }