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GameFX.cpp
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90 lines (84 loc) · 1.86 KB
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#include "GameFX.h"
#include "Game.h"
void CGameFX::Render()
{
CGame* game = CGame::GetInstance();
float hx = game->GetBackBufferWidth() / 2;
float hy = game->GetBackBufferHeight() - HUD_SIZE_Y;
if (isOn) {
CAnimations::GetInstance()->Get(ANI_ID_GAMEPAUSE)->Render(hx, hy + OFFSET_PAUSE_HEIGHT);
return;
}
if (GetIsPause()) {
return;
}
switch (type)
{
case TYPE_TAILHIT:
{
if (GetTickCount64() - start <= TIME_TAILHIT)
{
if (!GetIsStop()) CAnimations::GetInstance()->Get(ANI_ID_TAILHIT)->Render(x, y);
else CAnimations::GetInstance()->Get(ANI_ID_TAILHIT)->Render(x, y, 1);
}
break;
}
case TYPE_TIMEUP:
{
if (GetTickCount64() - start <= TIME_TIMEUP)
{
if (!GetIsStop()) CAnimations::GetInstance()->Get(ANI_ID_TIMEUP)->Render(x, y);
else CAnimations::GetInstance()->Get(ANI_ID_TIMEUP)->Render(x, y, 1);
}
break;
}
case TYPE_SWITCH_SPAWN:
{
if (GetTickCount64() - start <= TIME_SWITCH_SPAWN)
{
if (!GetIsStop()) CAnimations::GetInstance()->Get(ANI_ID_SWITCH_SPAWN)->Render(x, y);
else CAnimations::GetInstance()->Get(ANI_ID_SWITCH_SPAWN)->Render(x, y, 1);
}
break;
}
default:
break;
}
}
void CGameFX::Update(DWORD dt, vector<LPGAMEOBJECT>* coObjects)
{
y += vy * dt;
CGame* game = CGame::GetInstance();
float hy = game->GetBackBufferHeight() - 135;
switch (type)
{
case TYPE_TAILHIT:
{
if (GetTickCount64() - start >= TIME_TAILHIT) isDeleted = true;
break;
}
case TYPE_TIMEUP:
{
if (GetTickCount64() - start >= TIME_TIMEUP) isDeleted = true;
if (y >= hy) vy = -0.7f;
else vy = 0;
break;
}
case TYPE_SWITCH_SPAWN:
{
if (GetTickCount64() - start >= TIME_SWITCH_SPAWN)
break;
}
}
CGameObject::Update(dt, coObjects);
}
void CGameFX::GetBoundingBox(float& l, float& t, float& r, float& b)
{
}
void CGameFX::SetState(int state)
{
switch (state)
{
}
CGameObject::SetState(state);
}