diff --git a/TdGame/TdGame/game_manager.h b/TdGame/TdGame/game_manager.h index 49e3e85..1791923 100644 --- a/TdGame/TdGame/game_manager.h +++ b/TdGame/TdGame/game_manager.h @@ -43,7 +43,8 @@ public: SDL_RenderClear(renderer); on_render(); - + + //渲染器上的内容显示在窗口上 SDL_RenderPresent(renderer); } @@ -154,7 +155,7 @@ private: rect_tile_map.x = (config->basic_template.window_width - width_tex_tile_map) / 2;//左上角顶点坐标,因为希望画面是在窗口中间!! rect_tile_map.y = (config->basic_template.window_height - height_tex_tile_map) / 2; rect_tile_map.w = width_tex_tile_map; - rect_tile_map.h = height_tex_tile_map;//后期渲染目标react设置完成; + rect_tile_map.h = height_tex_tile_map;//后期渲染目标矩形设置完成; //设置纹理的混合模式 SDL_SetTextureBlendMode(tex_tile_map, SDL_BLENDMODE_BLEND); @@ -184,7 +185,7 @@ private: }; SDL_RenderCopy(renderer, tex_tile_set, &rect_src, &rect_dst);//地形层结束 - //判断装饰物层是否有 + //判断是否有装饰物层 if (tile.decoration >= 0) { rect_src = @@ -207,7 +208,7 @@ private: }; SDL_RenderCopy(renderer, ResourcesManager::instance()->get_texture_pool().find(ResID::Tex_Home)->second, nullptr, &rect_dst); - //一定要设置回空 + //结束渲染后,目标一定要置空 SDL_SetRenderTarget(renderer, nullptr); return true;