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📄 gameobjectsprite.h

📁 游戏框架
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// ***************************************************************
//  GameObjectSprite   version:  1.0
//  -------------------------------------------------------------
//	File Name:	GameObjectSprite.h
//	Created:	2007/07/18
//	Modified:	2007/07/18   15:50
//	Author:		William.Liang
//  Msn:		lwq49@msn.com
//  Email:		lwq49@21cn.com, lwq49@msn.com
//	Description:
//
//	Purpose:	
//  -------------------------------------------------------------
//  license:
//
//  The contents of this file are subject to the Mozilla Public
//  License Version 1.1 (the "License"); you may not use this file
//  except in compliance with the License. You may obtain a copy
//  of the License at http://www.mozilla.org/MPL/ Software dis-
//  tributed under the License is distributed on an "AS IS" 
//  basis, WITHOUT WARRANTY OF ANY KIND, either express or im-
//  plied. See the License for the specific language governing
//  rights and limitations under the License.
//
//  The Initial Developer of the Original Code is William.Liang .
//  Copyright (C) 2007 - All Rights Reserved.
// ***************************************************************
#ifndef GAME_OBJECT_SPRITE_HEAD_FILE
#define GAME_OBJECT_SPRITE_HEAD_FILE

#pragma once
#include "gameobject.h"
//***************************************************************
//	精灵对象,提供简单的帖图处理功能。
//***************************************************************
class OBJECT_COM_CLASS CGameObjectSprite :
	public IGameObjectSprite, public CGameObject
{
private:
	hgeSprite*		m_hgeSprite;					// 精灵类指针
	_RECT			m_rcTextureSize;				// 纹理大小
	DWORD			m_dwColor;						// 颜色值
	CResource*		m_pResource;					// 保存资源指针

public:
	//构造函数
	CGameObjectSprite(void);
	//析构函数
	virtual ~CGameObjectSprite(void);

	//公共相关方法
public:
	//对象创建
	virtual bool __cdecl Create(LPCTSTR lpName, _SIZE siSize, CResource* pResource);
	//对象创建 Randy 8月15日
	virtual bool __cdecl Create(LPCTSTR lpName, _RECT rcRes, CResource* pResource);
	//渲染对象
	virtual void __cdecl Render(WPARAM wParam=NULL);

public:
	//设置中心
	virtual void __cdecl SetAnchorPosition(_POINT piPoint);
	//设置中心
	virtual void __cdecl SetAnchorPositionOffset(_POINT piPoint);
	//设置镜像
	virtual void __cdecl SetFlip(bool bX, bool bY);
	//设置纹理大小
	virtual void __cdecl SetTextureSize(_RECT rcSize);
	//返回纹理大小
	virtual _RECT __cdecl GetTextureSize();
	//设置颜色
	virtual void __cdecl SetColor(DWORD dwColor);
	//返回颜色
	virtual DWORD __cdecl GetColor();
	//设置透明
	virtual void __cdecl SetAlpha(WORD wAlpha);
	//设置透明
	virtual void __cdecl SetAlphaOffset(WORD wAlpha);
	//设置绑定模式
	virtual void __cdecl SetBlendMode(WORD wMode);
	//返回绑定模式
	virtual WORD __cdecl GetBlendMode();
	//设置资源
	virtual CResource* __cdecl GetResource();
	//返回资源
	virtual void __cdecl SetResource(CResource* pResource);

	//模板方法
public:
	//是否有效
	virtual bool __cdecl IsValid() { return AfxIsValidAddress(this,sizeof(CGameObjectSprite))?true:false;};
	//释放对象
	virtual bool __cdecl Release() { if (IsValid()) delete this; return true; };
	//接口查询
	virtual void * __cdecl QueryInterface(const IID & Guid, DWORD dwQueryVer);
	
public:
	//操作重载
	CGameObjectSprite& operator=(CGameObjectSprite& GameObject);
};

#endif

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