void playScene01::render(void) { //배경 렌더 _background.img->render(getMemDC(), _background.rc.left, _background.rc.top); //충돌픽셀 렌더 if (_background.show) { IMAGEMANAGER->findImage("background01_block")->render(getMemDC(), _background.rc.left, _background.rc.top); } //! 아이템 출력 for (_viItem = _vItem.begin(); _viItem != _vItem.end(); ++_viItem) { (*_viItem)->render(); } //캐릭터 출력 for (_viUnit = _vUnit.begin(); _viUnit != _vUnit.end(); ++_viUnit) { (*_viUnit)->render(); } //대사 출력 if (text) _text->render(getMemDC(), WINSIZEX / 2 - _text->getWidth() / 2, WINSIZEY - 100); if (_background.rc.left > -2200) IMAGEMANAGER->findImage("stage01_sub")->alphaRender(getMemDC(), WINSIZEX / 2 - IMAGEMANAGER->findImage("stage01_sub")->getWidth() / 2, WINSIZEY / 2 + 150, alpha); if (_background.broken) IMAGEMANAGER->findImage("background01_subBroken")->render(getMemDC(), _background.rc.left, _background.rc.top); }
void progressBar::render() { _bgImage->render(getMemDC(), _bgRc.left, _bgRc.top, _bgRc.right - _bgRc.left, _bgRc.bottom - _bgRc.top, 0, 0, _bgImage->getWidth(), _bgImage->getHeight()); _fgImage->render(getMemDC(), _fgRc.left, _fgRc.top, _fgRc.right - _fgRc.left, _fgRc.bottom - _fgRc.top, 0, 0, _fgImage->getWidth(), _fgImage->getHeight()); }
void BardKnight::render() { if (_isAppear == true) { draw(); if (KEYMANAGER->isToggleKey(VK_TAB)) { Rectangle(getMemDC(), CAMERAMANAGER->getX(_rc.left), CAMERAMANAGER->getY(_rc.top), CAMERAMANAGER->getX(_rc.right), CAMERAMANAGER->getY(_rc.bottom)); } //콜리션 상태일 때만 다이어로그 출력 if (_isCollisionPlayer) { DIALOGUEMANAGER->render(getMemDC(), 0, 0, 800, 96); } if (_textOut == true) { //TTTextOut(500, 100, "바드나이트에서플레이어돈", _money); } } }
void dragon::render() { if (!_isDead) { //Rectangle(getMemDC(), _coll.left, _coll.top, _coll.right, _coll.bottom); //Rectangle(getMemDC(), _coll2.left, _coll2.top, _coll2.right, _coll2.bottom); //Rectangle(getMemDC(), _atk.left, _atk.top, _atk.right, _atk.bottom); //Rectangle(getMemDC(), _aware.left, _aware.top, _aware.right, _aware.bottom); if (_state == ES_DEAD) { _image->alphaRender(getMemDC(), _rc.left, _rc.top, _curFrameX * _image->getFrameWidth(), _curFrameY * _image->getFrameHeight(), _image->getFrameWidth(), _image->getFrameHeight(), _alpha); } else { _image->frameRender(getMemDC(), _rc.left, _rc.top, _curFrameX, _curFrameY); } for (int i = 0; i < 3; ++i) { _bubbles[i].render(); } } }
void gameOver::render() { IMAGEMANAGER->render("campfire_bg", getMemDC()); IMAGEMANAGER->render("gameover", getMemDC(), CENTERX - 144, 100); _fire->frameRender(getMemDC(), CENTERX - 120, CENTERY); _character->frameRender(getMemDC(), CENTERX - 100, CENTERY + 100); }
void BnS::render() { _swordMan->aniRender(getMemDC(), 0, 100, _ani1); _swordMan->aniRender(getMemDC(), 450, 100, _ani2); _swordMan->aniRender(getMemDC(), 900, 100, _ani3); }
void pixelCollisionTest::render() { IMAGEMANAGER->render("mountain", getMemDC()); _ball->render(getMemDC(), _rc.left, _rc.top); Rectangle(getMemDC(), _x, _proveY, _x + 10, _proveY + 10); }
void boxboy::render() { if(_enemy.state == DEAD) _enemy.shadow->alphaRender(getMemDC(), _enemy.pt.x + _enemy.charater->getFrameWidth() / 6, _enemy.pt.y + _enemy.charater->getFrameHeight() / 3, 128); else _enemy.shadow->alphaRender(getMemDC(), _enemy.pt.x - _enemy.charater->getFrameWidth() / 2, _enemy.pt.y + _enemy.charater->getFrameHeight() / 4, 128); //Rectangle(getMemDC(), _enemy.coll.left, _enemy.coll.top, _enemy.coll.right, _enemy.coll.bottom); _enemy.charater->frameRender(getMemDC(), _enemy.coll.left, _enemy.coll.top, _enemy.charater->getFrameX(), _enemy.charater->getFrameY()); _hpBar->render(); }
void progressBar::render(void) { _progressBarBottom->render(getMemDC(), _rc.left, _rc.top, 0, 0, _progressBarBottom->getWidth(), _progressBarBottom->getHeight()); _progressBarTop->render(getMemDC(), _rc.left, _rc.top, 0, 0, _width, _progressBarBottom->getHeight()); }
void gameoverScene::render(void) { //타임매니져 렌더 //TIMEMANAGER->render(getMemDC()); _bg->render(getMemDC(), 0, 0); if (_blindAlpha != 0.f) _blindImg->alphaRender(getMemDC(), 0, 0, 0, 0, WINSIZEX, WINSIZEY, false, (BYTE)_blindAlpha, false); this->getBackBuffer()->render(getHDC(), 0, 0); }
void progressBar::render() { IMAGEMANAGER->render("backBar", getMemDC(), _rcProgress.left + _progressBarBottom->getWidth() / 2, _y + _progressBarBottom->getHeight() / 2, 0, 0, _progressBarBottom->getWidth(), _progressBarBottom->getHeight()); IMAGEMANAGER->render("frontBar", getMemDC(), _rcProgress.left + _progressBarBottom->getWidth() / 2, _y + _progressBarBottom->getHeight() / 2, 0, 0, _width, _progressBarBottom->getHeight()); }
void enemy01::render(void) { //점프 && 필살기 그림자 렌더 if (_char.e_state == ENEMY_STATE_DOWN || _char.e_state == ENEMY_STATE_HIT) IMAGEMANAGER->findImage("shadow")->render(getMemDC(), _shadow.rc.left, _shadow.rc.top); //캐릭터 이미지 출력 if (_char.removeTime % 8 == 0 || _char.removeTime % 8 == 1 || _char.removeTime % 8 == 2 || _char.removeTime % 8 == 3) _char.img->frameRender(getMemDC(), _char.rc.left, _char.rc.top, _char.frameX, _char.frameY); if (_showInfo) { _bar->render(); IMAGEMANAGER->findImage("enemy01Info")->render(getMemDC(), 0, 60); } //충돌범위 픽셀 렌더 if (_shadow.show) { HBRUSH hbrush = CreateSolidBrush(RGB(255, 0, 0)); HBRUSH oldbrush = (HBRUSH)SelectObject(getMemDC(), hbrush); Rectangle(getMemDC(), _shadow.rc.left, _shadow.rc.top, _shadow.rc.right, _shadow.rc.bottom); SelectObject(getMemDC(), oldbrush); DeleteObject(hbrush); hbrush = CreateSolidBrush(RGB(0, 0, 255)); oldbrush = (HBRUSH)SelectObject(getMemDC(), hbrush); Rectangle(getMemDC(), _char.rcLAtk.left, _char.rcLAtk.top, _char.rcLAtk.right, _char.rcLAtk.bottom); Rectangle(getMemDC(), _char.rcRAtk.left, _char.rcRAtk.top, _char.rcRAtk.right, _char.rcRAtk.bottom); SelectObject(getMemDC(), oldbrush); DeleteObject(hbrush); } }
void gameStudy::render() { //백버퍼에서 뿌려준다 PatBlt(getMemDC(), 0, 0, WINSIZEX, WINSIZEY, WHITENESS); IMAGEMANAGER->findImage("background2")->render(getMemDC()); //====================== //이 사이에서 그려주면 됨. SCENEMANAGER->render(); //====================== //TIMEMANAGER->render(getMemDC()); this->getBackBuffer()->render(getHDC(), 0, 0); }
void BardKnight::draw() { //_img->aniRender(getMemDC(), _rc.left, _rc.top, _anim); switch (_npcStatus) { case NPCIDLE: CAMERAMANAGER->aniRenderObject(getMemDC(), _img, _anim, _rc.left, _rc.top); break; case NPCTALK: CAMERAMANAGER->aniRenderObject(getMemDC(), _img, _anim2, _rc.left, _rc.top-10); break; case NPCUNDERATTACKED: break; default: CAMERAMANAGER->aniRenderObject(getMemDC(), _img, _anim, _rc.left, _rc.top); break; } }
void starwarsScene::render() { _ship->render(); char str[128]; sprintf_s(str, " %.3f, %.3f", _loadAngle, _loadMaxSpd); TextOut(getMemDC(), 0, 60, str, strlen(str)); }
void spaceShip::render() { _missile->render(); if (!_isDead) { _ship->frameRender(getMemDC(), _rcShip.left, _rcShip.top, _ship->getFrameX(), _ship->getFrameY()); } }
void selectScene::render() { _decreaseAngle->render(); _increaseAngle->render(); _decreaseMaxSpd->render(); _increaseMaxSpd->render(); _select->render(); _battle.image->frameRender(getMemDC(), _battle.rc.left, _battle.rc.top); _carrier.image->frameRender(getMemDC(), _carrier.rc.left, _carrier.rc.top); _phoenix.image->frameRender(getMemDC(), _phoenix.rc.left, _phoenix.rc.top); char str[128]; sprintf_s(str, "radian : %.2f", selectScene::_angle); TextOut(getMemDC(), CENTERX - 50, CENTERY + 90, str, strlen(str)); sprintf_s(str, "max speed : %.2f", selectScene::_maxSpd); TextOut(getMemDC(), CENTERX - 50, CENTERY + 140, str, strlen(str)); }
void enemy::render() { if (!_isDead) { //Rectangle(getMemDC(), _rc.left, _rc.top, _rc.right, _rc.bottom); //Rectangle(getMemDC(), _aware.left, _aware.top, _aware.right, _aware.bottom); //Rectangle(getMemDC(), _coll.left, _coll.top, _coll.right, _coll.bottom); if (_state == ES_DEAD) { _image->alphaRender(getMemDC(), _rc.left, _rc.top, _curFrameX * _image->getFrameWidth(), _curFrameY * _image->getFrameHeight(), _image->getFrameWidth(), _image->getFrameHeight(), _alpha); } else { _image->frameRender(getMemDC(), _rc.left, _rc.top, _curFrameX, _curFrameY); } } }
void chest::render() { _image->frameRender(getMemDC(), _rc.left, _rc.top); }
void marsPeople::render(void) { _image->frameRender(getMemDC(),_rc.left-24, _rc.top, _currentFrame, 0); _bullet->render(); }
void player1::render() { if (_isDead == true) { _counter++; _pause = true; CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Dead"), _x - 21, _y - 26, _frameX, _direction); if (_counter > 30 && _frameX < 2) { _frameX++; _counter = 0; } } else if(_isDamaged == true) { _counter++; if (_counter % 2 == 0) CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Damaged"), _x - 20, _y - 38, 0, _direction); if (_counter > 35) { _isDamaged = false; } } else { if (_action == IDLE) { if (_shine == true) CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Shine"), _x - 17, _y - 31, _shineFrameX, _direction); else CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Idle"), _x - 17, _y - 31, 0, _direction); } if (_action == MOVE) { CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Move"), _x - 23, _y - 33, _frameX, _direction); frameCounter(6, 5); } if (_action == JUMP) { if (_downwardThrust == true) { CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("DownwardThrust"), _x - 12, _y - 31, 0, _direction); } else if (_jumpPower >= 0) CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Jump"), _x - 17, _y - 34, 0, _direction); else if (_jumpPower < 0) CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Jump"), _x - 17, _y - 34, 1, _direction); } if (_action == ATTACK) { CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Attack"), _x - 33, _y - 35, _frameX, _direction); _counter++; if (_counter > 4) { _frameX++; if (_frameX >= 4) { _action = IDLE; _frameX = 0; _counter = 0; _isAttacking = false; } _counter = 0; } } if (_action == HANGING) { CAMERAMANAGER->frameRenderObject(getMemDC(), IMAGEMANAGER->findImage("Hanging"), _x - 12, _y - 38, 0, _frameX); frameCounter(2, 10); } } //char testX[128]; //int testx = _x; //wsprintf(testX, "playerX : %d", testx); //TextOut(getMemDC(), 200, 100, testX, strlen(testX)); //char testY[128]; //int testy = _y; //wsprintf(testY, "playerY : %d", testy); //TextOut(getMemDC(), 200, 120, testY, strlen(testY)); if (KEYMANAGER->isToggleKey(VK_TAB)) { Rectangle(getMemDC(), CAMERAMANAGER->getX(_playerRC.left), CAMERAMANAGER->getY(_playerRC.top), CAMERAMANAGER->getX(_playerRC.right), CAMERAMANAGER->getY(_playerRC.bottom)); Rectangle(getMemDC(), CAMERAMANAGER->getX(_attackRC.left), CAMERAMANAGER->getY(_attackRC.top), CAMERAMANAGER->getX(_attackRC.right), CAMERAMANAGER->getY(_attackRC.bottom)); } //TTTextOut(300, 0, "playerX", _x); //TTTextOut(300, 20, "playerY", _y); }
void loading::render() { _background->render( getMemDC() ); _loadingBar->render(); }
void enemy::render() { _enemy.image->frameRender(getMemDC(), _enemy.rc.left, _enemy.rc.top, _curFrameX, _curFrameY); }
void enemy::draw() { _imageName->frameRender(getMemDC(), _rc.left, _rc.top, _currentFrameX, _currentFrameY); }
void soldier::render(void) { _image->frameRender(getMemDC(), _rc.left, _rc.top, _currentFrame, 0); _bullet->render(); //Rectangle(getMemDC(), _rc.left, _rc.top, _rc.right, _rc.bottom); }
void block::render() { if(!_isBroken) _image->render(getMemDC(), _rc.left, _rc.top); }