📄 game_app.cpp
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#include "..\Include\Game_App.h"
Game_App::~Game_App(){
for(int i=0;i<m_Game_Actor.size();i++){
delete m_Game_Actor[i];
}
m_Game_Actor.clear();
for(int i=0;i<m_Game_DisplayObject.size();i++){
delete m_Game_DisplayObject[i];
}
m_Game_DisplayObject.clear();
for(int i=0;i<m_Game_QuietMesh.size();i++){
delete m_Game_QuietMesh[i];
}
m_Game_QuietMesh.clear();
for(int i=0;i<m_Game_UIManage.size();i++){
delete m_Game_UIManage[i];
}
m_Game_UIManage.clear();
for(int i=0;i<m_Game_UIBar.size();i++){
delete m_Game_UIBar[i];
}
m_Game_UIBar.clear();
}
//加入演员项表(渲染)
void Game_App::PushGame_Actor(Game_Actor * actor){
m_Game_Actor.push_back(actor);
}
//移出演员项表
void Game_App::RemoveGame_Actor(Game_Actor * actor){
for (vector<Game_Actor*>::iterator iter = m_Game_Actor.begin();iter != m_Game_Actor.end(); iter++){
if (*iter == actor){
m_Game_Actor.erase(iter);
return;
}
}
}
//加入地形杂项表(渲染)
void Game_App::PushGame_DisplayObject(Game_DisplayObject * DisplayObject){
m_Game_DisplayObject.push_back(DisplayObject);
}
//移出地形杂项表
void Game_App::RemoveGame_DisplayObject(Game_DisplayObject * DisplayObject){
for(vector<Game_DisplayObject*>::iterator i=m_Game_DisplayObject.begin();
i!= m_Game_DisplayObject.end();
i++){
if (*i==DisplayObject){
m_Game_DisplayObject.erase(i);
return;
}
}
}
//加入静态模型表(操作)
void Game_App::PushGame_QuietMesh(Game_QuietMesh * QuietMesh){
m_Game_QuietMesh.push_back(QuietMesh);
}
//移出静态模型表
void Game_App::RemoveGame_QuietMesh(Game_QuietMesh * QuietMesh){
for(vector<Game_QuietMesh*>::iterator i=m_Game_QuietMesh.begin();
i!= m_Game_QuietMesh.end();
i++){
if (*i==QuietMesh){
m_Game_QuietMesh.erase(i);
return;
}
}
}
//加入UI管理表(渲染,操作)
void Game_App::PushGame_UIManage(Game_UIBar * UIBar){
m_Game_UIManage.push_back(UIBar);
m_Game_UIBar.push_back(UIBar);
}
//移出UI管理表
void Game_App::RemoveGame_UIManage(Game_UIBar * UIBar){
for(vector<Game_UIManage*>::iterator i=m_Game_UIManage.begin();
i!= m_Game_UIManage.end();
i++){
if (*i==UIBar){
m_Game_UIManage.erase(i);
return;
}
}
for(vector<Game_UIBar*>::iterator i=m_Game_UIBar.begin();
i!= m_Game_UIBar.end();
i++){
if (*i==UIBar){
m_Game_UIBar.erase(i);
return;
}
}
}
//加入敌人NPC表(操作)
void Game_App::PushGame_EnemyNpc(Game_EnemyNpc * EnemyNpc){
m_Game_EnemyNpc.push_back(EnemyNpc);
}
//移出敌人NPC表
void Game_App::RemoveGame_EnemyNpc(Game_EnemyNpc * EnemyNpc){
for(vector<Game_EnemyNpc*>::iterator i=m_Game_EnemyNpc.begin();
i!= m_Game_EnemyNpc.end();
i++){
if (*i==EnemyNpc){
m_Game_EnemyNpc.erase(i);
return;
}
}
}
//渲染2D
VOID Game_App::Render2D(FLOAT timeDelta){
for(vector<Game_UIManage*>::iterator i=m_Game_UIManage.begin();
i!= m_Game_UIManage.end();
i++){
(*i)->Render();
}
}
//渲染3D
VOID Game_App::Render3D(FLOAT timeDelta){
for(vector<Game_DisplayObject*>::iterator i=m_Game_DisplayObject.begin();
i!=m_Game_DisplayObject.end();
i++){
(*i)->Render();
}
for(vector<Game_Actor*>::iterator i=m_Game_Actor.begin();
i!=m_Game_Actor.end();
i++){
(*i)->Render(timeDelta);
}
}
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