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

2D游戏编程5—锁定频率的更多相关文章

  1. 2D游戏编程7—星空案例

    // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // just say ...

  2. 2D游戏编程6—windows程序模板

    // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // just say ...

  3. 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 ...

  4. 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 ...

  5. 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 ...

  6. 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 ...

  7. 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 ...

  8. 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 ...

  9. 游戏编程算法与技巧 Game Programming Algorithms and Techniques (Sanjay Madhav 著)

    http://gamealgorithms.net 第1章 游戏编程概述 (已看) 第2章 2D图形 (已看) 第3章 游戏中的线性代数 (已看) 第4章 3D图形 (已看) 第5章 游戏输入 (已看 ...

随机推荐

  1. Codevs 2597 团伙(并查集)

    2597 团伙 时间限制: 1 s 空间限制: 128000 KB 题目等级 : 黄金 Gold 传送门 题目描述 Description 1920年的芝加哥,出现了一群强盗.如果两个强盗遇上了,那么 ...

  2. cocos2dx如何添加popScene的场景动画

    说明 我们很容易在pushScene中添加动画 Director::getInstance()->pushScene(TransitionSlideInB::create(SCENE_TIME, ...

  3. Qt文件信息获取之QFileInfo

    在Qt中为文件的操作和信息获取提供了许多方便的类,常用的有QDir,QFile,QFileInfo以及QFileDialog,在本文中主要介绍用于获取关于文件信息的QFileInfo类. QFileI ...

  4. jQuery登陆判断简单实现代码

    登陆判断在实际应用中还是比较常见,在客户端执行判断可以减少服务器端的负担,感兴趣的朋友可以参考下 复制代码代码如下: <script src="jquery-1.9.1.js" ...

  5. js 遍历json对象

    //方法一: var data=[{name:"a",age:12},{name:"b",age:11},{name:"c",age:13} ...

  6. Oracle安装时忘记解锁scott用户的解决方案

    最近笔者开始学习Oracle,对于笔者同学安装过程出现各种问题而导致重做系统表示默哀. (1)问题1:64位操作系统安装完以后选择java.exe文件后.sqldeveloper闪退,原因是64位操作 ...

  7. 【转】iOS设计模式之观察者模式

    参考:http://blog.csdn.net/xdrt81y/article/details/24039163 或者 http://blog.jobbole.com/55505/

  8. iOS -一些常用的方法

    1.获取本地的语言 + (NSString *)getLocalLanguage { NSString *language = [[[NSUserDefaults standardUserDefaul ...

  9. sublime搭建c++/java/lua/python/ruby的配置文件

    本人电脑win7 64位 提前装一下convert to utf-8插件,编译运行出现乱码,组合键ctrl+shift+c把源文件转成gbk编码. 仍乱码的话,重启编辑器|电脑|重新编辑中文部分. c ...

  10. DataGrid点击上下一页loading效果

    js添加显示loading和取消loading方法 function showtbloading() { var target = $("#GridView1"); if (tar ...