public virtual void Render() { m_spSprite.Update(x, y, m_fDirection, 0, 0, 0.0f); m_spSprite.Render(); }
public override void Render() { m_sprHiScore.Update(10, 10, 0, 19, 0, 1.0f); m_sprHiScore.Render(); for (int i = 0; i < m_iScoreDigits; i++) { m_sprHiScoreDigit[i].Update(47 + ((m_iScoreDigits - 1) * 6) - (i * 6), 10, 0, 20, m_iHiScoreDigit[i], 1.0f); m_sprHiScoreDigit[i].Render(); } for (int i = 0; i < m_iScoreDigits; i++) { m_sprScoreDigit[i].Update(10 + ((m_iScoreDigits - 1) * 8) - (i * 8), 20, 0, 6, m_iScoreDigit[i], 1.0f); m_sprScoreDigit[i].Render(); } m_sprOneUpMeter.Update(10, 35, 0, 6, CObjectManager.Instance.m_iOneUps, 1.0f); m_sprOneUpMeter.Render(); m_sprUpSymbol.Update(18, 35, 0, 15, 0, 1.0f); m_sprUpSymbol.Render(); if (CObjectManager.Instance.m_bHasMultiShot && CObjectManager.Instance.m_bMultiShotEnding) { m_bRenderMultiShot = !m_bRenderMultiShot; } else if (CObjectManager.Instance.m_bHasMultiShot) { m_bRenderMultiShot = true; } else { m_bRenderMultiShot = false; } if (CObjectManager.Instance.m_bHasRapidFire && CObjectManager.Instance.m_bRapidFireEnding) { m_bRenderRapidFire = !m_bRenderRapidFire; } else if (CObjectManager.Instance.m_bHasRapidFire) { m_bRenderRapidFire = true; } else { m_bRenderRapidFire = false; } if (m_bRenderMultiShot) { m_sprMultiShotIcon.Update(17, 57, 0, 12, 0, 1.0f); m_sprMultiShotIcon.Render(); } if (m_bRenderRapidFire) { m_sprRapidFireIcon.Update(33, 57, 0, 13, 0, 1.0f); m_sprRapidFireIcon.Render(); } if (m_bPaused) { m_sprPaused.Update(400, 240, 0, 21, 0, 1.0f); m_sprPaused.Render(); } if (!CObjectManager.Instance.m_bHasStarted) { //game logo m_sprGameOver.Update(400, 190, 0, 22, 0, 1.0f); m_sprGameOver.Render(); //push start m_sprGameOver.Update(400, 300, 0, 16, 0, 1.0f); m_sprGameOver.Render(); //my logo m_sprGameOver.Update(10, 480 - 44, 0, 18, 0, 1.0f); m_sprGameOver.Render(); } else if (m_bGameOver) { m_sprGameOver.Update(329, 240, 0, 17, 0, 1.0f); m_sprGameOver.Render(); m_sprGameOver.Update(404, 240, 0, 17, 1, 1.0f); m_sprGameOver.Render(); if (CObjectManager.Instance.m_iScore > CObjectManager.Instance.m_iHiScore) { m_sprGameOver.Update(400, 260, 0, 23, 1, 1.0f); m_sprGameOver.Render(); } } }