isohex8_2.cpp
来自「一個遊戲教程」· C++ 代码 · 共 564 行
CPP
564 行
/*****************************************************************************
IsoHex8_2.cpp
Ernest S. Pazera
24MAY2000
Start a WIN32 Application Workspace, add in this file
Needs ddraw.lib, dsound.lib, winmm.lib and dxguid.lib
Needs GDICanvas.h/cpp
Needs DDFuncs.h/cpp
Needs WAVLoader.h/cpp
Needs dsound.h and mmsystem.h
*****************************************************************************/
//////////////////////////////////////////////////////////////////////////////
//INCLUDES
//////////////////////////////////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include "GDICanvas.h"
#include "ddraw.h"
#include "DDFuncs.h"
#include "mmsystem.h"
#include "dsound.h"
#include "WAVLoader.h"
//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX8"
//title of the application
#define WINDOWTITLE "IsoHex 8-2"
//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
//enumeration functions
HRESULT WINAPI EnumModesCallbackCount(LPDDSURFACEDESC2 lpDDSurfaceDesc, LPVOID lpContext);
HRESULT WINAPI EnumModesCallbackList(LPDDSURFACEDESC2 lpDDSurfaceDesc,LPVOID lpContext);
//////////////////////////////////////////////////////////////////////////////
//GLOBALS
//////////////////////////////////////////////////////////////////////////////
HINSTANCE hInstMain=NULL;//main application handle
HWND hWndMain=NULL;//handle to our main window
//IDirectDraw7 Pointer
LPDIRECTDRAW7 lpdd=NULL;
//display mode structure
struct DisplayMode
{
DWORD dwWidth;
DWORD dwHeight;
DWORD dwBPP;
};
//display mode enumeration variables
DWORD dwDisplayModeCount=0;
DisplayMode* DisplayModeList=NULL;
//gdicanvas
CGDICanvas gdicBall;
//surfaces
LPDIRECTDRAWSURFACE7 lpddsPrime=NULL;
LPDIRECTDRAWSURFACE7 lpddsBack=NULL;
LPDIRECTDRAWSURFACE7 lpddsBall=NULL;
//clipper
LPDIRECTDRAWCLIPPER lpddclip=NULL;
//size of the display
DWORD dwDisplayWidth=0;
DWORD dwDisplayHeight=0;
//position of the ball
POINT ptBallPosition[2];
POINT ptLastPosition[2][2];
//velocity of the ball
POINT ptBallVelocity[2];
//paused mode
bool bPaused=false;
//sound manager
LPDIRECTSOUND lpds;
//buffers
LPDIRECTSOUNDBUFFER lpdsb[2];
//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
//which message did we get?
switch(uMsg)
{
case WM_ACTIVATEAPP:
{
if(wParam)
{
if(bPaused)
{
//being activated
bPaused=false;
//restore all surfaces
lpdd->RestoreAllSurfaces();
//clear out back buffer
DDBLTFX ddbltfx;
DDBLTFX_ColorFill(&ddbltfx,0);
lpddsBack->Blt(NULL,NULL,NULL,DDBLT_WAIT | DDBLT_COLORFILL,&ddbltfx);
//reload ball images
LPDDS_ReloadFromFile(lpddsBall,"IsoHex6_4.bmp");
}
}
else
{
//being deactivated
bPaused=true;
}
}break;
case WM_KEYDOWN:
{
//check for escape key
if(wParam==VK_ESCAPE)
{
DestroyWindow(hWndMain);
}
return(0);//handled message
}break;
case WM_DESTROY://the window is being destroyed
{
//tell the application we are quitting
PostQuitMessage(0);
//handled message, so return 0
return(0);
}break;
case WM_PAINT://the window needs repainting
{
//a variable needed for painting information
PAINTSTRUCT ps;
//start painting
HDC hdc=BeginPaint(hwnd,&ps);
/////////////////////////////
//painting code would go here
/////////////////////////////
//end painting
EndPaint(hwnd,&ps);
//handled message, so return 0
return(0);
}break;
}
//pass along any other message to default message handler
return(DefWindowProc(hwnd,uMsg,wParam,lParam));
}
//////////////////////////////////////////////////////////////////////////////
//WINMAIN
//////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
//assign instance to global variable
hInstMain=hInstance;
//create window class
WNDCLASSEX wcx;
//set the size of the structure
wcx.cbSize=sizeof(WNDCLASSEX);
//class style
wcx.style=CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
//window procedure
wcx.lpfnWndProc=TheWindowProc;
//class extra
wcx.cbClsExtra=0;
//window extra
wcx.cbWndExtra=0;
//application handle
wcx.hInstance=hInstMain;
//icon
wcx.hIcon=LoadIcon(NULL,IDI_APPLICATION);
//cursor
wcx.hCursor=LoadCursor(NULL,IDC_ARROW);
//background color
wcx.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH);
//menu
wcx.lpszMenuName=NULL;
//class name
wcx.lpszClassName=WINDOWCLASS;
//small icon
wcx.hIconSm=NULL;
//register the window class, return 0 if not successful
if(!RegisterClassEx(&wcx)) return(0);
//create main window
hWndMain=CreateWindowEx(0,WINDOWCLASS,WINDOWTITLE, WS_POPUP | WS_VISIBLE,0,0,320,240,NULL,NULL,hInstMain,NULL);
//error check
if(!hWndMain) return(0);
//if program initialization failed, then return with 0
if(!Prog_Init()) return(0);
//message structure
MSG msg;
//message pump
for(;;)
{
//look for a message
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
//there is a message
//check that we arent quitting
if(msg.message==WM_QUIT) break;
//translate message
TranslateMessage(&msg);
//dispatch message
DispatchMessage(&msg);
}
//run main game loop
Prog_Loop();
}
//clean up program data
Prog_Done();
//return the wparam from the WM_QUIT message
return(msg.wParam);
}
//////////////////////////////////////////////////////////////////////////////
//INITIALIZATION
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init()
{
lpdd=LPDD_Create(hWndMain,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT);
//enumerate the displaymodes
dwDisplayModeCount=0;
lpdd->EnumDisplayModes(0,NULL,NULL,EnumModesCallbackCount);
DisplayModeList=new DisplayMode[dwDisplayModeCount];
dwDisplayModeCount=0;
lpdd->EnumDisplayModes(0,NULL,NULL,EnumModesCallbackList);
//pick a display mode
DisplayMode TestMode;
TestMode.dwWidth=0;
TestMode.dwHeight=0;
TestMode.dwBPP=0;
DWORD index;
bool found=false;
for(index=0;(index<dwDisplayModeCount);index++)
{
if(DisplayModeList[index].dwBPP==16)
{
if(DisplayModeList[index].dwWidth>TestMode.dwWidth)
{
TestMode.dwWidth=DisplayModeList[index].dwWidth;
TestMode.dwHeight=DisplayModeList[index].dwHeight;
TestMode.dwBPP=DisplayModeList[index].dwBPP;
found=true;
}
}
}
if(!found)
{
return(false);
}
//set the display mode
lpdd->SetDisplayMode(TestMode.dwWidth,TestMode.dwHeight,TestMode.dwBPP,0,0);
//keep display width and height in global variables
dwDisplayWidth=TestMode.dwWidth;
dwDisplayHeight=TestMode.dwHeight;
//create the primary surface with a single back buffer
lpddsPrime=LPDDS_CreatePrimary(lpdd,1);
//retrieve back buffer
lpddsBack=LPDDS_GetSecondary(lpddsPrime);
//do an initial clearing out of the back buffer
DDBLTFX ddbltfx;
DDBLTFX_ColorFill(&ddbltfx,0);
//do a color fill
lpddsBack->Blt(NULL,NULL,NULL,DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
//create the region
HRGN hrgn=CreateRectRgn(0,0,dwDisplayWidth,dwDisplayHeight);
//set up clipper
lpddclip=LPDDCLIP_Create(lpdd,hrgn);
//delete region
DeleteObject(hrgn);
//attach clipper
lpddsBack->SetClipper(lpddclip);
//load in the ball image
gdicBall.Load(NULL,"IsoHex8_2.bmp");
//create an offscreen surface to contain the ball
lpddsBall=LPDDS_LoadFromFile(lpdd,"IsoHex8_2.bmp");
//create a black color key
LPDDS_SetSrcColorKey(lpddsBall,0);
//initialize ball position and velocity
ptBallPosition[0].x=0;
ptBallPosition[0].y=0;
ptLastPosition[0][0].x=0;
ptLastPosition[0][0].y=0;
ptLastPosition[0][1].x=0;
ptLastPosition[0][1].y=0;
ptBallPosition[1].x=0;
ptBallPosition[1].y=0;
ptLastPosition[1][0].x=0;
ptLastPosition[1][0].y=0;
ptLastPosition[1][1].x=0;
ptLastPosition[1][1].y=0;
ptBallVelocity[0].x=(rand()&7)+1;
ptBallVelocity[0].y=(rand()&7)+1;
ptBallVelocity[1].x=(rand()&7)+1;
ptBallVelocity[1].y=(rand()&7)+1;
//load wav file
CWAVLoader wav;
wav.Load("bounce.wav");
//set up sounds
DirectSoundCreate(NULL,&lpds,NULL);
//set coop level
lpds->SetCooperativeLevel(hWndMain,DSSCL_NORMAL);
//set up buffer description
DSBUFFERDESC dsbd;
memset(&dsbd,0,sizeof(DSBUFFERDESC));
//size
dsbd.dwSize=sizeof(DSBUFFERDESC);
//flags
dsbd.dwFlags=DSBCAPS_LOCSOFTWARE;
//length and sound format
dsbd.dwBufferBytes=wav.GetLength();
dsbd.lpwfxFormat=wav.GetFormat();
//create buffer
lpds->CreateSoundBuffer(&dsbd,&lpdsb[0],NULL);
DWORD buflen,buflen2;
void* bufptr;
//lock entire buffer
lpdsb[0]->Lock(0,0,&bufptr,&buflen,NULL,&buflen2,DSBLOCK_ENTIREBUFFER);
//copy from wave loader to sound buffer
memcpy(bufptr,wav.GetData(),wav.GetLength());
//unlock the buffer
lpdsb[0]->Unlock(bufptr,buflen,NULL,buflen2);
//duplicate the sound
lpds->DuplicateSoundBuffer(lpdsb[0],&lpdsb[1]);
return(true);//return success
}
//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
//clean up sounds
if(lpdsb[1])
{
lpdsb[1]->Release();
lpdsb[1]=NULL;
}
if(lpdsb[0])
{
lpdsb[0]->Release();
lpdsb[0]=NULL;
}
//clean up sound manager
if(lpds)
{
lpds->Release();
lpds=NULL;
}
//clean up clipper
LPDDCLIP_Release(&lpddclip);
//clean up ball surface
LPDDS_Release(&lpddsBall);
//clean up primary surface(this will clean up the back buffer, also)
LPDDS_Release(&lpddsPrime);
//clean up the dd pointer
LPDD_Release(&lpdd);
//clean up gdicanvas
gdicBall.Destroy();
//get rid of enumeration stuff
delete [] DisplayModeList;
}
//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
//if paused, return without doing anything
if(bPaused) return;
int index;
for(index=0;index<2;index++)
{
//set up rectangle for filling
RECT rcFill;
SetRect(&rcFill,ptLastPosition[index][0].x,ptLastPosition[index][0].y,ptLastPosition[index][0].x+gdicBall.GetWidth(),ptLastPosition[index][0].y+gdicBall.GetHeight());
//set up a ddbltfx
DDBLTFX ddbltfx;
DDBLTFX_ColorFill(&ddbltfx,0);
//blt the color fill to the back buffer
lpddsBack->Blt(&rcFill,NULL,NULL,DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
}
for(index=0;index<2;index++)
{
//set up source and destination rects for blitting the ball
RECT rcSrc;
RECT rcDst;
SetRect(&rcSrc,0,0,gdicBall.GetWidth(),gdicBall.GetHeight());
CopyRect(&rcDst,&rcSrc);
OffsetRect(&rcDst,ptBallPosition[index].x,ptBallPosition[index].y);
//blit the ball
lpddsBack->Blt(&rcDst,lpddsBall,&rcSrc,DDBLT_WAIT | DDBLT_KEYSRC, NULL);
//copy current position of ball to old position
ptLastPosition[index][0]=ptLastPosition[index][1];
ptLastPosition[index][1]=ptBallPosition[index];
//move the ball
ptBallPosition[index].x+=ptBallVelocity[index].x;
ptBallPosition[index].y+=ptBallVelocity[index].y;
//bounds checking
//left side
if(ptBallPosition[index].x<=0)
{
ptBallVelocity[index].x=abs(ptBallVelocity[index].x);
lpdsb[index]->Play(0,0,0);
}
//top side
if(ptBallPosition[index].y<=0)
{
ptBallVelocity[index].y=abs(ptBallVelocity[index].y);
lpdsb[index]->Play(0,0,0);
}
//right side
if(ptBallPosition[index].x>=(int)dwDisplayWidth-gdicBall.GetWidth())
{
ptBallVelocity[index].x=-abs(ptBallVelocity[index].x);
lpdsb[index]->Play(0,0,0);
}
//bottom side
if(ptBallPosition[index].y>=(int)dwDisplayHeight-gdicBall.GetHeight())
{
ptBallVelocity[index].y=-abs(ptBallVelocity[index].y);
lpdsb[index]->Play(0,0,0);
}
}
//flip surfaces
lpddsPrime->Flip(NULL,DDFLIP_WAIT);
}
//enumeration-count
HRESULT WINAPI EnumModesCallbackCount(
LPDDSURFACEDESC2 lpDDSurfaceDesc,
LPVOID lpContext
)
{
//increment the count variable
dwDisplayModeCount++;
//continue the enumeration
return(DDENUMRET_OK);
}
//enumeration-list
HRESULT WINAPI EnumModesCallbackList(
LPDDSURFACEDESC2 lpDDSurfaceDesc,
LPVOID lpContext
)
{
//copy applicable information to the list
DisplayModeList[dwDisplayModeCount].dwWidth=lpDDSurfaceDesc->dwWidth;
DisplayModeList[dwDisplayModeCount].dwHeight=lpDDSurfaceDesc->dwHeight;
DisplayModeList[dwDisplayModeCount].dwBPP=lpDDSurfaceDesc->ddpfPixelFormat.dwRGBBitCount;
//increment the count variable
dwDisplayModeCount++;
//continue the enumeration
return(DDENUMRET_OK);
}
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