2D游戏编程7—星空案例
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC #include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h> // DEFINES //////////////////////////////////////////////// // defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 300 // starfield defines
#define NUM_STARS 256 // MACROS ///////////////////////////////////////////////// #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // TYPES ////////////////////////////////////////////////// typedef struct STAR_TYP
{
int x,y; // position of star
int vel; // horizontal velocity of star
COLORREF col; // color of star
} STAR, *STAR_PTR; // PROTOTYPES ///////////////////////////////////////////// void Erase_Stars(void);
void Draw_Stars(void);
void Move_Stars(void);
void Init_Stars(void); // GLOBALS //////////////////////////////////////////////// HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance HDC global_dc = NULL; // tracks a global dc char buffer[80]; // general printing buffer STAR stars[256]; // holds the starfield // FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings // what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break; case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps); // end painting
EndPaint(hwnd,&ps); // return success
return(0);
} break; case WM_DESTROY:
{ // kill the application, this sends a WM_QUIT message
PostQuitMessage(0); // return success
return(0);
} break; default:break; } // end switch // process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam)); } // end WinProc /////////////////////////////////////////////////////////// void Init_Stars(void)
{
// this function initializes all the stars for (int index=0; index < NUM_STARS; index++)
{
// select random position
stars[index].x = rand()%WINDOW_WIDTH;
stars[index].y = rand()%WINDOW_HEIGHT; // set random velocity
stars[index].vel = 1 + rand()%16; // set intensity which is inversely prop to velocity for 3D effect
// note, I am mixing equal amounts of RGB to make black -> bright white
int intensity = 15*(17 - stars[index].vel);
stars[index].col = RGB(intensity, intensity, intensity); } // end for index } // end Init_Stars //////////////////////////////////////////////////////////// void Erase_Stars(void)
{
// this function erases all the stars
for (int index=0; index < NUM_STARS; index++)
SetPixel(global_dc, stars[index].x, stars[index].y, RGB(0,0,0)); } // end Erase_Stars //////////////////////////////////////////////////////////// void Draw_Stars()
{
// this function draws all the stars
for (int index=0; index < NUM_STARS; index++)
SetPixel(global_dc, stars[index].x, stars[index].y, stars[index].col); } // end Draw_Stars //////////////////////////////////////////////////////////// void Move_Stars(void)
{
// this function moves all the stars and wraps them around the
// screen boundaries
for (int index=0; index < NUM_STARS; index++)
{
// move the star and test for edge
stars[index].x+=stars[index].vel; if (stars[index].x >= WINDOW_WIDTH)
stars[index].x -= WINDOW_WIDTH; } // end for index } // end Move_Stars //////////////////////////////////////////////////////////// int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here // get the time
DWORD start_time = GetTickCount(); // erase the stars
Erase_Stars(); // move the stars
Move_Stars(); // draw the stars
Draw_Stars(); // lock to 30 fps
while((start_time - GetTickCount() < 33)); // for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
SendMessage(main_window_handle,WM_CLOSE,0,0); // return success or failure or your own return code here
return(1); } // end Game_Main //////////////////////////////////////////////////////////// int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here // first get the dc to the window
global_dc = GetDC(main_window_handle); // initialize the star field here
Init_Stars(); // return success or failure or your own return code here
return(1); } // end Game_Init ///////////////////////////////////////////////////////////// int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here // release the global dc
ReleaseDC(main_window_handle, global_dc); // return success or failure or your own return code here
return(1); } // end Game_Shutdown // WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{ WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context // first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // save hinstance in global
hinstance_app = hinstance; // register the window class
if (!RegisterClassEx(&winclass))
return(0); // create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"T3D Game Console Star Demo", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,300, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0); // save main window handle
main_window_handle = hwnd; // initialize game here
Game_Init(); // enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break; // translate any accelerator keys
TranslateMessage(&msg); // send the message to the window proc
DispatchMessage(&msg);
} // end if // main game processing goes here
Game_Main(); } // end while // closedown game here
Game_Shutdown(); // return to Windows like this
return(msg.wParam); } // end WinMain ///////////////////////////////////////////////////////////
2D游戏编程7—星空案例的更多相关文章
- 2D游戏编程6—windows程序模板
// INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // just say ...
- 2D游戏编程5—锁定频率
核心利用win心跳函数GetTickCount利用差量锁定fps,如下代码锁定30fps,缺点为如果计算机不能以30fps运行,程序将低于30fps #define WIN32_LEAN_AND_ME ...
- 2D游戏编程3—GDI
WM_PAINT消息触发程序重新绘制界面,过程如下: PAINTSTRUCT ps; // used in WM_PAINT HDC hdc; // handle to ...
- 2D游戏编程4—Windows事件
windows消息传来的参数分解: Message: WM_ACTIVATE Parameterization: fActive = LOWORD(wParam); // act ...
- 2D游戏编程2--windows高级编程
windows应用程序布局 编译流程 响应菜单事件消息 菜单消息处理实例: LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wpar ...
- 2D游戏编程1--windows编程模型
一.创建一个windows程序步骤 1.创建一个windows类 2.创建一个事件处理程序 3.注册windows类 4.用之前创建的windows类创建一个窗口 5.创建一个主事件循环 二.存储 ...
- Windows游戏编程之从零开始d
Windows游戏编程之从零开始d I'm back~~恩,几个月不见,大家还好吗? 这段时间真的好多童鞋在博客里留言说或者发邮件说浅墨你回来继续更新博客吧. woxiangnifrr童鞋说每天都在来 ...
- 3D游戏编程大师技巧──2D引擎的编译问题
接上一篇文章,这里将介绍2D引擎的编译,从现在开始才真正进入<3D游戏编程大师技巧>的学习.本书的第一.二章只是简介了游戏编程和windows编程,从第三章开始才是介绍<window ...
- 《Unity3D/2D游戏开发从0到1》正式出版发行
<Unity3D/2D游戏开发从0到1>正式出版发行 去年个人编写的Unity书籍正式在2015年7月正式发行,现在补充介绍一下个人著作.书籍信息: 书籍的名称: <Uni ...
随机推荐
- IT书籍下载汇总--持续更新
本书单由北北分享,并持续更新,请将该地址加入收藏夹:北北的书单 .badge{float:right;}.list-group-item > .badge + .badge{margin-rig ...
- tar解压去除文件夹
tar zxvf test.tar.gz --strip-components 1 解压到当前目录,并去除一级目录
- MySQL基础学习之视图
创建新的视图 CREATE VIEW 视图名 AS SELECT 属性,属性1,属性2 FROM 表名 创建新的视图并指定数据名 CREATE VIEW 视图名(新属性,新属性1,新属性2) ...
- 4个好用的JS联动选择插件
jQuery City Select 一个简单的jQuery省市联动插件,可以自定义JSON字典实现其他内容的联动选择菜单. PCAS省.市.地区联动选择JS封装类 PCAS可能是国内使用人数最多的J ...
- 【BZOJ】1088: [SCOI2005]扫雷Mine
1088: [SCOI2005]扫雷Mine Description 相 信大家都玩过扫雷的游戏.那是在一个n*m的矩阵里面有一些雷,要你根据一些信息找出雷来.万圣节到了,“余”人国流行起了一种简单的 ...
- ASP.NET MVC Spring.NET 整合
请注明转载地址:http://www.cnblogs.com/arhat 在整合这三个技术之前,首先得说明一下整合的步骤,俗话说汗要一口一口吃,事要一件一件做.同理这个三个技术也是.那么在整合之前,需 ...
- HTML5-canvas实例:刮刮乐游戏
实现方法: (1)利用canvas画布,fillRect()描绘出一个矩形(不是透明),定位盖在某个标签如div上面(这个标签写着中奖的信息) (2)globalCompositeOperation ...
- 如何成为python高手(转)
http://www.cnblogs.com/xupeizhi/p/3207976.html#2896469 如何成为python高手 本文是从 How to become a proficient ...
- IDEA 整合Junit实现自动生成测试代码
1.安装插件 junit generator 重启IDEA,完成安装. 2. 选中需要测试的方法,按alt + insert 即可自动生成测试类\方法 3. 设置
- Maven引入依赖后自动下载并关联源码(Source)
好多用 Maven 的时候会遇到这样一个棘手的问题: 就是添加依赖后由于没有下载并关联源码,导致自动提示无法出现正确的方法名,而且不安装反编译器的情况下不能进入方法内部看具体实现 . 其实 eclip ...