本文整理汇总了C++中SpriteBatch::Begin方法的典型用法代码示例。如果您正苦于以下问题:C++ SpriteBatch::Begin方法的具体用法?C++ SpriteBatch::Begin怎么用?C++ SpriteBatch::Begin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SpriteBatch
的用法示例。
在下文中一共展示了SpriteBatch::Begin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: Draw
virtual void Draw() override
{
GetGraphicsDevice().Clear(Color4::White);
spriteBatch.Begin(BlendState::AlphaBlend);
for (int i = 0; i < blipCount; i++)
{
spriteBatch.Draw(ball, blips[i], scale, origin);
}
theta += 0.01f;
Game::Draw();
spriteBatch.End();
}
示例2: Draw
bool PauseMenuView::Draw(PauseMenu* menu)
{
if (menu->isActive())
{
SpriteBatch* spriteBatch = game->getGraphics()->getSpriteBatch();
SpriteFont* spriteFontBig = game->getGraphics()->getSpriteFontBig();
SpriteFont* spriteFontNormal = game->getGraphics()->getSpriteFontNormal();
spriteBatch->Begin();
// From the original 800x600 positions to 1366x768
// Can be refactored to use inheritance and be dynamic to whatever the screen dimensions are
float resolutionWidthOffset = 283.0f;
float resolutionHeightOffset = 84.0f;
//font->DrawString(sprites, L"AVALANCHE", XMFLOAT2(278, 85), Colors::Purple);
spriteFontBig->DrawString(spriteBatch, L"AVALANCHE", XMFLOAT2(MENU_TITLE_X, MENU_TITLE_Y), Colors::Purple);
switch(menu->getPausedPlayer())
{
case 0:
spriteFontNormal->DrawString(spriteBatch, L"PLAYER 1 PAUSED", XMFLOAT2(228.0f + resolutionWidthOffset, 155.0f + resolutionHeightOffset), Colors::Purple);
break;
case 1:
spriteFontNormal->DrawString(spriteBatch, L"PLAYER 2 PAUSED", XMFLOAT2(228.0f + resolutionWidthOffset, 155.0f + resolutionHeightOffset), Colors::Purple);
break;
case 2:
spriteFontNormal->DrawString(spriteBatch, L"PLAYER 3 PAUSED", XMFLOAT2(228.0f + resolutionWidthOffset, 155.0f + resolutionHeightOffset), Colors::Purple);
break;
case 3:
spriteFontNormal->DrawString(spriteBatch, L"PLAYER 4 PAUSED", XMFLOAT2(228.0f + resolutionWidthOffset, 155.0f + resolutionHeightOffset), Colors::Purple);
break;
}
spriteFontNormal->DrawString(spriteBatch, L"resume game", XMFLOAT2(260.0f + resolutionWidthOffset, 213.0f + resolutionHeightOffset), Colors::Silver);
spriteFontNormal->DrawString(spriteBatch, L"how to play", XMFLOAT2(275.0f + resolutionWidthOffset, 263.0f + resolutionHeightOffset), Colors::Silver);
spriteFontNormal->DrawString(spriteBatch, L"exit to menu", XMFLOAT2(265.0f + resolutionWidthOffset, 313.0f + resolutionHeightOffset), Colors::Silver);
switch(menu->getCurrentSelection())
{
case 0:
spriteFontNormal->DrawString(spriteBatch, L"resume game", XMFLOAT2(260.0f + resolutionWidthOffset, 213.0f + resolutionHeightOffset), Colors::Purple);
break;
case 1:
spriteFontNormal->DrawString(spriteBatch, L"how to play", XMFLOAT2(275.0f + resolutionWidthOffset, 263.0f + resolutionHeightOffset), Colors::Purple);
break;
case 2:
spriteFontNormal->DrawString(spriteBatch, L"exit to menu", XMFLOAT2(265.0f + resolutionWidthOffset, 313.0f + resolutionHeightOffset), Colors::Purple);
break;
}
spriteBatch->End();
game->getGraphics()->getD3D()->getSwapChain()->Present(0,0);
}
return true;
}