示例#1
0
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);
}
示例#2
0
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());
}
示例#3
0
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);
			
		}
	}
}
示例#4
0
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();
		}
	}
}
示例#5
0
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);
}
示例#6
0
文件: BnS.cpp 项目: LeeJiu/study_code
void BnS::render()
{
	_swordMan->aniRender(getMemDC(), 0, 100, _ani1);

	_swordMan->aniRender(getMemDC(), 450, 100, _ani2);

	_swordMan->aniRender(getMemDC(), 900, 100, _ani3);
}
示例#7
0
void pixelCollisionTest::render()
{
	IMAGEMANAGER->render("mountain", getMemDC());

	_ball->render(getMemDC(), _rc.left, _rc.top);

	Rectangle(getMemDC(), _x, _proveY, _x + 10, _proveY + 10);
}
示例#8
0
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);
}
示例#11
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());

}
示例#12
0
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);
	}
}
示例#13
0
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);
}
示例#14
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;
	}
	
}
示例#15
0
void starwarsScene::render()
{
	_ship->render();

	char str[128];
	sprintf_s(str, " %.3f, %.3f", _loadAngle, _loadMaxSpd);
	TextOut(getMemDC(), 0, 60, str, strlen(str));
}
示例#16
0
void spaceShip::render()
{
	_missile->render();
	if (!_isDead)
	{
		_ship->frameRender(getMemDC(), _rcShip.left, _rcShip.top, _ship->getFrameX(), _ship->getFrameY());
	}
}
示例#17
0
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));
}
示例#18
0
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);
		}
	}
}
示例#19
0
void chest::render()
{
	_image->frameRender(getMemDC(), _rc.left, _rc.top);
}
示例#20
0
void marsPeople::render(void)
{
	_image->frameRender(getMemDC(),_rc.left-24, _rc.top, _currentFrame, 0);
	_bullet->render();
}
示例#21
0
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);
}
示例#22
0
void loading::render()
{
	_background->render( getMemDC() );
	_loadingBar->render();
}
示例#23
0
void enemy::render()
{
	_enemy.image->frameRender(getMemDC(), _enemy.rc.left, _enemy.rc.top, _curFrameX, _curFrameY);
}
示例#24
0
void enemy::draw()
{
	_imageName->frameRender(getMemDC(), _rc.left, _rc.top, _currentFrameX, _currentFrameY);
}
示例#25
0
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);
}
示例#26
0
void block::render()
{
	if(!_isBroken)
		_image->render(getMemDC(), _rc.left, _rc.top);
}