📄 crender.h
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#ifndef CRENDER_H
#define CRENDER_H
#include <hge.h>
#include <hgeresource.h>
#include <hgesprite.h>
#include <hgeparticle.h>
#include <hgecolor.h>
#include <hgefont.h>
#include <hgedistort.h>
#include <stdio.h>
#include <math.h>
#include "g_info.h"
const DWORD BrickColor[] = {ARGB(150,255,0,0),
ARGB(150,0,0,255),
ARGB(150,0,255,0),
ARGB(150,255,234,74),
ARGB(150,241,121,3),
ARGB(150,128,128,128),
ARGB(150,3,205,205),
ARGB(150,253,0,253),
ARGB(150,180,255,120)
};
enum e_SplashPar
{
SPLASH_BOMB = 0,
SPLASH_EXPL
};
enum e_GamePar
{
GAME_BOMB = 0,
GAME_EXPL,
GAME_LEVELUP,
GAME_CHANGE,
GAME_LIGHT,
GAME_DIR
};
class CRender
{
static HTARGET m_Target;
static HTEXTURE m_Texture;
static hgeSprite *m_Sprite;
static HTARGET m_TargetSave;
static HTEXTURE m_TextureSave;
static hgeSprite *m_SpriteSave;
public:
CRender( HGE *hge , hgeResourceManager *resMgr );
bool Init();
void Release();
void RenderStarAlpah();
void RenderSplashBack();
void RenderSplashWord();
void AddSplashPar( e_SplashPar ParType );
void AddGamePar( e_GamePar ParType , float x, float y, int type = 0 );
void RenderPar();
void RenderMouse(float x, float y);
void RenderStatus( int score, int level );
void RenderGameBackground();
void RenderGameBackgroundUp();
bool RenderRotate( int RotateDir );
void SaveToTexture();
void SaveToTextureSave();
HTARGET* GetSaveTarget() { return &m_Target; }
HTARGET* GetSaveTargetSave() { return &m_TargetSave; }
private:
HGE *m_hgeEngine;
hgeResourceManager *m_resMgr;
hgeParticleManager *m_ParMgr;
hgeSprite *m_Mouse;
hgeParticleSystem *m_SplashBombPar;
hgeParticleSystem *m_SplashExplPar;
hgeParticleSystem *m_GameBombpar;
hgeParticleSystem *m_GameExppar;
hgeParticleSystem *m_GameColChangepar;
hgeParticleSystem *m_GameLeveluppar;
hgeParticleSystem *m_GameDirChangerpar;
hgeParticleSystem *m_GameLightpar;
hgeSprite *m_SplashBack;
hgeAnimation *m_SplashBombAnim;
hgeSprite *m_GameBack;
hgeSprite *m_GameBack2;
//hgeDistortionMesh *m_dis;
//hgeSprite *m_SplashBack;
//hgeParticleSystem *m_parFood;
//hgeFont *m_PlayFont;
hgeFont *m_Font;
hgeFont *m_digiFont;
bool m_alpha_tag;
};
#endif
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