示例#1
0
	void GraphicsSystem::update( Engine& engine, World& world, SaveManager& saveManager, const sf::Time& frameTime )
	{
		r_renderWindow->setActive( true );

		engine.renderWindow.setTitle( m_configValues.window_name +
									  " " +
									  to_string( frameTime.asMilliseconds() ) +
									  " | EntityCount: " +
									  to_string( world.getEntityCount() ) );

		drawFunction();

		return;
	}
示例#2
0
文件: engine.c 项目: Jools64/shmup
void drawBehaviorPool(Game* game, BehaviorPool* pool)
{
	void (*drawFunction)(Game* game, Behavior*) = pool->draw;
	
	if(drawFunction != null)
	{
		int count = 0;
		for(int i = 0; i < BEHAVIOR_POOL_SIZE; i += pool->behaviorSize)
		{
			if(count++ > pool->itemCount)
				break;
			Behavior* behavior = (Behavior*)(&pool->data[i]);
			if(behavior->active)
				drawFunction(game, behavior);
		}
	}
}
void PixelMappingCircle::update()
{
  fbo.begin();
  if(active)
    drawFunction();
  ofPushStyle();
  ofSetColor(0,fadeOutSpeed);
  ofRect(0,0,totPixel*30, 1);
  ofPopStyle();
  fbo.end();
  
  
  ofPixels pixels;
  fbo.readToPixels(pixels);
  
  for(int a = 0; a < totPixel; a++)
  {
    values[order[a]] = pixels.getColor(15+(a*30), 0).r;
  }
  
}