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 ///////////////////////////////////////////////////////////
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