本文整理汇总了C++中Play::Draw方法的典型用法代码示例。如果您正苦于以下问题:C++ Play::Draw方法的具体用法?C++ Play::Draw怎么用?C++ Play::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Play
的用法示例。
在下文中一共展示了Play::Draw方法的2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: WinMain
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
ChangeWindowMode(true);
SetGraphMode(640, 480, 16);
DxLib_Init();
SetDrawScreen(DX_SCREEN_BACK);
SetDrawMode(DX_DRAWMODE_BILINEAR);
SetMainWindowText("禁断の果実と楽園の護人");
//int titlebg = LoadGraph("picture/taitol.bmp");
int titletext = LoadGraph("picture/title.bmp");
int bg = LoadGraph("picture/playbg_2.bmp");
int tree = LoadGraph("picture/bigtreekai.bmp");
char key[256];
Opening openingscene;
Play playscene;
MusicSelect musicselect;
Result resultscene;
enum{
OPENING,
PLAY,
MUSICSELECT,
RESULT
}scene=OPENING;
while(Process(key)){
switch(scene){
case OPENING:
DrawGraph(0, 0, bg, false);
DrawGraph(0, 0, tree, true);
DrawGraph(0, 0, titletext, true);
if( ProcessMessage() == -1 ){
break ; // エラーが起きたらループを抜ける
}
openingscene.UpDate();
openingscene.Draw();
if(key[KEY_INPUT_LEFT]==1 || openingscene.HitJudge() == true){
scene = MUSICSELECT;
}
if(key[KEY_INPUT_ESCAPE]==1){
DxLib_End();
}
break;
case MUSICSELECT:
if( ProcessMessage() == -1 ){
break ; // エラーが起きたらループを抜ける
}
DrawGraph(0, 0, bg, false);
DrawGraph(0, 0, tree, true);
musicselect.UpDate();
musicselect.Draw();
if(musicselect.HitJudge() == true){
playscene.Loadfile(musicselect.GetMusicfile());
playscene.SetMusic(musicselect.GetMusic());
playscene.SoundPlay();
scene = PLAY;
}
if(key[KEY_INPUT_UP]==1){
scene = PLAY;
}
if(key[KEY_INPUT_ESCAPE]==1){
DxLib_End();
}
break;
case PLAY:
if( ProcessMessage() == -1 ){
break ; // エラーが起きたらループを抜ける
}
DrawGraph(0, 0, bg, false);
DrawGraph(0, 0, tree, true);
playscene.UpDate();
playscene.Draw();
if(key[KEY_INPUT_RIGHT]==1 || playscene.isPlaying() == false){
playscene.SoundStop();
scene = RESULT;
}
if(key[KEY_INPUT_ESCAPE]==1){
DxLib_End();
}
break;
case RESULT:
DrawGraph(0, 0,bg, false);
resultscene.Update();
resultscene.Draw();
if(key[KEY_INPUT_DOWN]==1 || resultscene.HitJudge() == true){
scene = OPENING;
}
if(key[KEY_INPUT_ESCAPE]==1){
DxLib_End();
}
break;
//.........这里部分代码省略.........
示例2: main
//.........这里部分代码省略.........
//Flock flock;
//vector<sf::CircleShape> shapes;
//for (int i = 0; i < 25; i++) //Number of boids is hardcoded for testing pusposes.
//{
// //Boid b(rand() % window_width, rand() % window_height); //Starts the boid with a random position in the window.
// Boid b((window_width * 3) / 2, (window_height * 3) / 2 -150); //Starts all boids in the center of the screen
// sf::CircleShape shape(boidsSize, 3); //Shape with a radius of 10 and 3 points (Making it a triangle)
// //Changing the Visual Properties of the shape
// //shape.setPosition(b.location.x, b.location.y); //Sets position of shape to random location that boid was set to.
// shape.setPosition(window_width, window_height); //Testing purposes, starts all shapes in the center of screen.
// shape.setOutlineColor(sf::Color(0, 255, 0));
// shape.setFillColor(sf::Color::Green);
// shape.setOutlineColor(sf::Color::White);
// shape.setOutlineThickness(1);
// shape.setRadius(boidsSize);
// //Adding the boid to the flock and adding the shapes to the vector<sf::CircleShape>
// flock.addBoid(b);
// shapes.push_back(shape);
//
//}
menu = new Menu(window_width, window_height);
play = new Play(window_width, window_height);
////create a circle
//sf::CircleShape circle(50);
//
//sf::CircleShape circle2(100);
sf::Time time;
sf::Clock m_clock;
// Start game loop
while (window.isOpen())
{
// Process events
sf::Event Event;
while (window.pollEvent(Event))
{
// Close window : exit
if (Event.type == sf::Event::Closed)
window.close();
}
time = m_clock.getElapsedTime();
float t = time.asSeconds();
m_clock.restart();
//updates
switch (StateController::GetInstance()->getState())
{
case StateController::MENU:
menu->Update(t);
break;
case StateController::PLAY:
play->Update(t, window);
break;
case StateController::CREDITS:
break;
case StateController::PAUSE:
break;
case StateController::SPLASH:
break;
case StateController::SCORESCREEN:
break;
}//end switch
window.clear();
//draw
switch (StateController::GetInstance()->getState())
{
case StateController::MENU:
menu->Draw(window);
break;
case StateController::PLAY:
play->Draw(window);
break;
case StateController::CREDITS:
break;
case StateController::PAUSE:
break;
case StateController::SPLASH:
break;
case StateController::SCORESCREEN:
break;
}//end switch
window.display(); //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>DRAW WINDOW
} //loop back for next frame
return EXIT_SUCCESS;
}