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_MEAN // just say no to MFC #include <windows.h> // include all the windows headers
#include <windowsx.h> // include useful macros
#include <mmsystem.h> // very important and include WINMM.LIB too!
#include <stdio.h>
#include <stdlib.h>
#include <math.h> // DEFINES //////////////////////////////////////////////// // defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1" #define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 300 // MACROS ///////////////////////////////////////////////// #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window HINSTANCE hinstance_app = NULL; // globally track hinstance
char buffer[80]; // general printing buffer // 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 // 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 HPEN pen=NULL; // used to draw screen saver
int color_change_count = 100; // used to track when to change color // 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
"Time Inverval Locked Screen Saver", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
WINDOW_WIDTH, // initial width
WINDOW_HEIGHT,// initial 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; // get the dc and hold onto it
hdc = GetDC(hwnd); // seed random number generator
srand(GetTickCount()); // endpoints of line
int x1 = rand()%WINDOW_WIDTH;
int y1 = rand()%WINDOW_HEIGHT;
int x2 = rand()%WINDOW_WIDTH;
int y2 = rand()%WINDOW_HEIGHT; // intial velocity of each end
int x1v = -4 + rand()%8;
int y1v = -4 + rand()%8;
int x2v = -4 + rand()%8;
int y2v = -4 + rand()%8; // enter main event loop, but this time we use PeekMessage()
// instead of GetMessage() to retrieve messages
while(TRUE)
{
// get time referrence
DWORD start_time = GetTickCount(); // 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 // is it time to change color
if (++color_change_count >= 100)
{
// reset counter
color_change_count = 0; // create a random colored pen
if (pen)
DeleteObject(pen); // create a new pen
pen = CreatePen(PS_SOLID,1,RGB(rand()%256,rand()%256,rand()%256)); // select the pen into context
SelectObject(hdc,pen); } // end if // move endpoints of line
x1+=x1v;
y1+=y1v; x2+=x2v;
y2+=y2v; // test if either end hit window edge
if (x1 < 0 || x1 >= WINDOW_WIDTH)
{
// invert velocity
x1v=-x1v; // bum endpoint back
x1+=x1v;
} // end if if (y1 < 0 || y1 >= WINDOW_HEIGHT)
{
// invert velocity
y1v=-y1v; // bum endpoint back
y1+=y1v;
} // end if // now test second endpoint
if (x2 < 0 || x2 >= WINDOW_WIDTH)
{
// invert velocity
x2v=-x2v; // bum endpoint back
x2+=x2v;
} // end if if (y2 < 0 || y2 >= WINDOW_HEIGHT)
{
// invert velocity
y2v=-y2v; // bum endpoint back
y2+=y2v;
} // end if // move to end one of line
MoveToEx(hdc, x1,y1, NULL); // draw the line to other end
LineTo(hdc,x2,y2); // lock time to 30 fps which is approx. 33 milliseconds
while((GetTickCount() - start_time) < 33); // main game processing goes here
if (KEYDOWN(VK_ESCAPE))
SendMessage(hwnd, WM_CLOSE, 0,0); } // end while // release the device context
ReleaseDC(hwnd,hdc); // return to Windows like this
return(msg.wParam); } // end WinMain ///////////////////////////////////////////////////////////
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