win7 dos窗口模拟帧刷新
前几天是白色情人节,临时脑抽写了个表白神器 高端大气上档次,就是不知道该送给谁,经过两天的反射弧思考决定还是写给博客娘吧。- -~
这个程序就是打开后,在Dos窗口内模拟写出几行字母。其实主要就是模拟一下帧刷新。像游戏引擎那样每一帧都打印一个满屏,那么所有的动画也就出来了。想在里边写个小游戏也未尝不可。
但是理想丰满现实骨感,Dos窗口不断帧刷新效果很一般,是不是会出现跳动的情况,很蛋疼。
win7 dos窗口的默认宽度是80个字符,高度是25个字符。经过简单的处理,通过调用Sleep函数来控制间隔时间来无限打印80x25的字符串集合,就能模拟帧刷新了,非常的简单。
c/c++版本代码
#include <stdio.h>
#include <iostream>
#include <string.h>
#include <stdlib.h>
#include <windows.h>
#include <vector>
using namespace std;
//全局变量 标记是否处于update状态
bool update_flag = false;
//全局数组,每一帧打印的所有字符
];
//全局变量,打印刷新计数器
;
//结构体 代表80x25中的一个点
struct _pos
{
int _x;
int _y;
_pos(int x, int y) : _x(x), _y(y){}
};
//刷新函数的函数指针
typedef void(*_update)(vector<_pos>&);
_pos makepos(int x, int y)
{
_pos ret(x, y);
return ret;
}
//初始化要打印的点阵 虽然屏幕是80个字符的宽度,但是字符要多一个,原因是\0的字符串结尾标识符占一个//最后一行做特殊处理 没有\n换行符,以免每一帧的时候窗口被向下延伸一行
void init_screen()
{
; i < ; i++)
{
screen[i] = ();
memset(screen[i], );
//if (i == 0) screen[i][0] = 'x';
screen[i][] = '\n';
screen[i][] = '\0';
)
{
screen[i][] = '\0';
screen[i][] = '\0';
}
}
}
//打印一帧的屏幕 上边缺失的换行符在这里补充
void display_screen()
{
printf("\n");
; i < ; i++)
{
printf(screen[i]);
}
}
//更改某一点的显示字符
void set_char(int x, int y, char target)
{
&& x < && y >= && y < )
{
char* index = (screen[x] + y);
*index = target;
}
}
//开始update函数
void start_update(_update update_function, int daley, vector<_pos>& _vec)
{
update_flag = true;
while (update_flag)
{
Sleep(daley);
update_function(_vec);
}
}
//停止update
void stop_update()
{
update_flag = false;
}
//每一帧执行的函数
void processing(vector<_pos>& _vec)
{
if (pro_count < _vec.size())
set_char(_vec[pro_count]._x, _vec[pro_count]._y, 'o');
display_screen();
pro_count++;
}
//制作一个序列,这个序列用来保存需要 更改的点
void init_vec(vector<_pos>& vec)
{
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
vec.push_back(makepos(, ));
}
int main(int argc, char* argv[])
{
vector<_pos> poses;
init_vec(poses);
init_screen();
_update _s_fun = processing;
start_update(_s_fun, , poses);
system("pause");
}
下面是C#版本 C#版本追加了颜色变化效果,更浪♂van
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Threading;
namespace confession
{
class Program
{
static void Main(string[] args)
{
InitScreen();
DisplayScreen();
List<Pos> poses = new List<Pos>();
InitPoses(poses);
Update(, poses);
Console.ReadKey();
}
static void InitPoses(List<Pos> poses)
{
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
poses.Add(Pos.MakePos(, ));
}
static private string[] screen;
static private bool update_flag;
static private int pro_count;
static void InitScreen()
{
screen = ];
update_flag = true;
pro_count = ;
; i < ; i++)
{
screen[i] = );
) screen[i] += "\n";
else screen[i] += "";
}
}
static void SetChar(int x, int y, char target)
{
&& x < && y >= && y < )
{
char[] line = screen[x].ToCharArray();
line[y] = target;
string newLine = new string(line);
screen[x] = newLine;
}
}
static void Update(int delay, List<Pos> poses)
{
while (update_flag)
{
Thread.Sleep(delay);
Processing(poses);
}
}
static void Processing(List<Pos> poses)
{
if (pro_count < poses.Count)
{
SetChar(poses[pro_count].X, poses[pro_count].Y, 'o');
}
else
{
DisplayColor();
}
DisplayScreen();
;
pro_count++;
}
static void StartUpdate()
{
update_flag = true;
}
static void StopUpdate()
{
update_flag = false;
}
static void DisplayScreen()
{
Console.WriteLine();
; i < ; i++)
{
Console.Write(screen[i]);
}
}
static void DisplayColor()
{
;
;
switch (_type)
{
:
Console.ForegroundColor = ConsoleColor.Cyan;
break;
:
Console.ForegroundColor = ConsoleColor.DarkGray;
break;
:
Console.ForegroundColor = ConsoleColor.Red;
break;
:
Console.ForegroundColor = ConsoleColor.White;
break;
:
Console.ForegroundColor = ConsoleColor.Yellow;
break;
:
Console.ForegroundColor = ConsoleColor.Green;
break;
:
Console.ForegroundColor = ConsoleColor.Magenta;
break;
:
Console.ForegroundColor = ConsoleColor.Blue;
break;
}
}
}
class Pos
{
private int x;
private int y;
public int X
{
get { return x; }
set { x = value; }
}
public int Y
{
get { return y; }
set { y = value; }
}
Pos(int _x, int _y)
{
x = _x;
y = _y;
}
public static Pos MakePos(int _x, int _y)
{
Pos ret = new Pos(_x, _y);
return ret;
}
}
}
编译后有惊喜 噗噗噗
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