本文整理汇总了C++中Character::Draw方法的典型用法代码示例。如果您正苦于以下问题:C++ Character::Draw方法的具体用法?C++ Character::Draw怎么用?C++ Character::Draw使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Character
的用法示例。
在下文中一共展示了Character::Draw方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DisplayDirection
void DisplayDirection(int zero, int one, int two)
{
switch (current_frame)
{
case 0:
Gerad.Draw(zero);
break;
case 1:
Gerad.Draw(one);
break;
case 2:
Gerad.Draw(zero);
break;
case 3:
Gerad.Draw(two);
break;
default:
Gerad.Draw(zero);
break;
}
return;
}
示例2: main
int main(void)
{
// 3가지 사용....
// 동적할당...
// 함수인자...
// 참조
Character Human;
Human.SetData(new Data(Data::KNIGHT, Data::MALE));
Human.Draw();
_getch();
return 0;
}
示例3:
void Stage_1::update()
{
GetFrame();
Input_device->GetKeyState();
if( Input_device->IsKeyDown( DIK_ESCAPE ) )
{
obj->SetNextMode( obj->MODE_END );
obj->RemoveModeObject();
}else {
switch( sstate ) {
case MOVE_1:
for( _TaskIterator i( ListObj.Enemy ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Draw();
}
for( _TaskIterator i( ListObj.Player ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Draw();
}
DrawBase->Draw( 0.0f, 0.0f );
font_1->Draw( _T( "避けろ!" ), 130, 140 );
font_2->Draw( _T( "Zキーで始まる" ), 180, 220 );
if( Input_device->IsKeyPressed( DIK_Z ) )
{
sstate = MOVE_2;
}
break;
case MOVE_2:
for( _TaskIterator i( ListObj.Enemy ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Move();
}
for( _TaskIterator i( ListObj.Bullet ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Move();
if( !chara->GetAlive() ) {
chara->Uninit();
i.Remove();
}
}
for( _TaskIterator i( ListObj.Player ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Move();
if( !chara->GetAlive() ) {
chara->Uninit();
i.Remove();
sstate = MOVE_3;
}
}
for( _TaskIterator i( ListObj.Enemy ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Draw();
}
for( _TaskIterator i( ListObj.Player ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Draw();
}
for( _TaskIterator i( ListObj.Bullet ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Draw();
}
DrawBase->Draw( 0.0f, 0.0f );
TCHAR buf[10];
swprintf_s( buf, _T( "%d" ), count );
RECT rect;
rect = { 500, 205, 500, 205 };
font_3->Draw( buf, -1, &rect, DT_NOCLIP | DT_SINGLELINE, 0xFF000000 );
rect = { 465, 170, 465, 170 };
font_3->Draw( _T( "残り時間" ), -1, &rect, DT_NOCLIP | DT_SINGLELINE, 0xFF000000 );
frame = ( frame + 1 ) % 60;
if( frame == 0 ) { count--; }
if( count == 0 )
{
sstate = MOVE_4;
}
break;
case MOVE_3:
for( _TaskIterator i( ListObj.Enemy ); i.HasNext(); )
{
Character* chara = static_cast< Character* >( i.Next() );
chara->Draw();
}
DrawBase->Draw( 0.0f, 0.0f );
font_1->Draw( _T( "GAME OVER" ), 105, 140 );
font_2->Draw( _T( "Zキーで戻る" ), 180, 220 );
if( Input_device->IsKeyPressed( DIK_Z ) )
{
obj->SetNextMode( obj->MODE_TITLE );
obj->RemoveModeObject();
}
//.........这里部分代码省略.........