📄 cgamerender.cpp
字号:
#include "CGameRender.h"
#include "CBlockFollowing.h"
#include "CBlockPool.h"
#include "CBlockMesh.h"
#include "CGameState.h"
extern CBlockFollowing theBlockFollowing;
extern CBlockPool theBlockPool;
extern CBlockMesh theBlockMesh;
extern CGameState theGameState;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CGameRender::CGameRender()
{
}
CGameRender::~CGameRender()
{
}
//////////////////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////////////////
bool CGameRender::Init( IDirect3DDevice9 *pD )
{
bool re = m_BlockMesh.Init( pD );
re &= m_BlockPoolMesh.Init( pD );
return re;
}
//////////////////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////////////////
void CGameRender::Free()
{
m_BlockMesh.Free();
m_BlockPoolMesh.Free();
}
//////////////////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////////////////
void CGameRender::Draw( IDirect3DDevice9 *pD )
{
pD->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
//画BlockFollowing
for ( int i = 0; i < theBlockFollowing.GetNumBlock(); ++i )
{
m_BlockMesh.Draw( pD, theBlockFollowing.m_BlockArray[i] );
}
//画方块池
int material;
for ( i = 0; i <= theBlockPool.m_iHighestLine; ++i )
{
for ( int j = 0; j < theBlockPool.m_iColumn; ++j )
{
material = theBlockPool.m_BlockPool[i][j].GetData();
if ( material > 0 )
m_BlockMesh.Draw( pD, i, j, material );
}
}
m_BlockPoolMesh.Draw( pD );
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -