Target我理解为一个场景,在绘制函数中,可以指定为这个场景,即画出来的东西在这个场景的纹理上,然后即可多次在屏幕上画出拥有这个纹理的精灵。
#include "SGameBase.h"
#include <hge.h>
#include <hgesprite.h>
#include <hgefont.h>
#include <hgeparticle.h>
class MyGame:public SGameBase
{
public:
MyGame(const char* szTitle):SGameBase(szTitle){}
virtual ~MyGame(){}
protected:
virtual bool UserInitial();
virtual void UserUninitial();
virtual void UserFrameFunc();
virtual void UserRenderFunc();
virtual bool RealRenderFunc();
private:
hgeSprite* m_pSprBall;
hgeSprite* m_pSprPar;
HTEXTURE m_hSrc;
hgeFont* m_pFont;
hgeParticleSystem* m_pPar;
HTARGET m_hTar;
hgeSprite* m_pSpTar;
};
#include "MyGame.h"
const int g_nSpeed=800;
const float g_fFriction=0.95;
static float fX=16;
static float fY=16;
bool MyGame::UserInitial()
{
m_hSrc=0;
m_pSprBall=NULL;
m_pPar=NULL;
m_pSprPar=NULL;
m_pSpTar=NULL;
m_hTar=0;
m_hSrc=m_pHGE->Texture_Load("particles.png");
S_INITIAL_TEST(m_hSrc);
m_pSprBall=new hgeSprite(m_hSrc,96,64,32,32);
S_INITIAL_TEST(m_pSprBall);
m_pSprBall->SetHotSpot(16,16);
m_pSprBall->SetColor(0xFFFFA000);
m_pFont=new hgeFont("font2.fnt");
S_INITIAL_TEST(m_pFont);
m_pSprPar=new hgeSprite(m_hSrc,32,32,32,32);
S_INITIAL_TEST(m_pSprPar);
m_pPar=new hgeParticleSystem("trail.psi",m_pSprPar);
S_INITIAL_TEST(m_pPar);
m_pPar->Fire();
m_hTar=m_pHGE->Target_Create(512,512,false);
m_pSpTar=new hgeSprite(m_pHGE->Target_GetTexture(m_hTar),0,0,512,512);
S_INITIAL_TEST(m_pSpTar);
return true;
}
void MyGame::UserUninitial()
{
m_pHGE->Texture_Free(m_hSrc);
}
void MyGame::UserFrameFunc()
{
static float fDisX=0.0f;
static float fDisY=0.0f;
float dt=m_pHGE->Timer_GetDelta();
if(m_pHGE->Input_GetKeyState(HGEK_LEFT))
{
fDisX-=dt*g_nSpeed;
}
if(m_pHGE->Input_GetKeyState(HGEK_RIGHT))
{
fDisX+=dt*g_nSpeed;
}
if(m_pHGE->Input_GetKeyState(HGEK_UP))
{
fDisY-=dt*g_nSpeed;
}
if(m_pHGE->Input_GetKeyState(HGEK_DOWN))
{
fDisY+=dt*g_nSpeed;
}
fDisX*=g_fFriction;
fDisY*=g_fFriction;
fX+=fDisX;
fY+=fDisY;
if(fX<=16)
{
fX=16;
fDisX=-fDisX;
}
if(fX>=784)
{
fX=784;
fDisX=-fDisX;
}
if(fY<=16)
{
fY=16;
fDisY=-fDisY;
}
if(fY>=584)
{
fY=584;
fDisY=-fDisY;
}
m_pPar->info.nEmission=(fDisX*fDisX+fDisY*fDisY)/15;
m_pPar->MoveTo(fX,fY);
m_pPar->Update(m_pHGE->Timer_GetDelta());
}
void MyGame::UserRenderFunc()
{
m_pFont->printf(5,5,HGETEXT_LEFT,"FPS: %d",m_pHGE->Timer_GetFPS());
m_pSpTar->Render(0,0);
m_pSpTar->Render(0,100);
m_pSpTar->Render(0,200);
}
bool MyGame::RealRenderFunc()
{
m_pHGE->Gfx_BeginScene(m_hTar);
m_pHGE->Gfx_Clear(0);
m_pPar->Render();
m_pSprBall->Render(fX,fY);
m_pHGE->Gfx_EndScene();
return SGameBase::RealRenderFunc();
}
#include "MyGame.h"
int CALLBACK WinMain( IN HINSTANCE hInstance, IN HINSTANCE hPrevInstance, IN LPSTR lpCmdLine, IN int nShowCmd )
{
MyGame game("TANK");
game.SetGameCursor("cursor.png");
game.Exec();
}