isohex7_2.cpp
来自「一個遊戲教程」· C++ 代码 · 共 441 行
CPP
441 行
/*****************************************************************************
IsoHex7_2.cpp
Ernest S. Pazera
24MAY2000
Start a WIN32 Application Workspace, add in this file
Needs ddraw.lib and dxguid.lib
Needs GDICanvas.h/cpp
Needs DDFuncs.h/cpp
*****************************************************************************/
//////////////////////////////////////////////////////////////////////////////
//INCLUDES
//////////////////////////////////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include "GDICanvas.h"
#include "ddraw.h"
#include "DDFuncs.h"
//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX7"
//title of the application
#define WINDOWTITLE "IsoHex 7-2"
//////////////////////////////////////////////////////////////////////////////
//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;
//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];
//velocity of the ball
POINT ptBallVelocity[2];
//screen coordinate corresponding to the upper left of the client area
POINT ptPrimeBlt;
//paused mode
bool bPaused=false;
//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
//which message did we get?
switch(uMsg)
{
case WM_MOVE:
{
//set primeblit point to client 0,0
ptPrimeBlt.x=0;
ptPrimeBlt.y=0;
//convert to screen coordinates
ClientToScreen(hwnd,&ptPrimeBlt);
//handled... return 0
return(0);
}break;
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_BORDER | WS_CAPTION | WS_SYSMENU | WS_VISIBLE,0,0,640,480,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()
{
//create direct draw object
lpdd=LPDD_Create(hWndMain,DDSCL_NORMAL);
//check the display bpp
DDSURFACEDESC2 ddsd;
DDSD_Clear(&ddsd);
lpdd->GetDisplayMode(&ddsd);
if(ddsd.ddpfPixelFormat.dwRGBBitCount<16)
{
if(MessageBox(hWndMain,"This demo is designed for hi-color modes. Continuing in your current display mode may not look as good. Do you wish to continue?","Continue?",MB_YESNO)==IDNO)
{
//do not continue
return(false);
}
}
//retrieve client rectangle
RECT rcClient;
GetClientRect(hWndMain,&rcClient);
//keep display width and height in global variables
dwDisplayWidth=rcClient.right;
dwDisplayHeight=rcClient.bottom;
//create the primary surface with no back buffers
lpddsPrime=LPDDS_CreatePrimary(lpdd,0);
//retrieve back buffer
lpddsBack=LPDDS_CreateOffscreen(lpdd,dwDisplayWidth,dwDisplayHeight);
//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 clipper
lpdd->CreateClipper(0,&lpddclip,NULL);
//set clipper window
lpddclip->SetHWnd(0,hWndMain);
//attach clipper
lpddsPrime->SetClipper(lpddclip);
//load in the ball image
gdicBall.Load(NULL,"IsoHex7_2.bmp");
//create an offscreen surface to contain the ball
lpddsBall=LPDDS_LoadFromFile(lpdd,"IsoHex7_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].x=0;
ptLastPosition[0].y=0;
ptBallPosition[1].x=0;
ptBallPosition[1].y=0;
ptLastPosition[1].x=0;
ptLastPosition[1].y=0;
ptBallVelocity[0].x=4;
ptBallVelocity[0].y=2;
ptBallVelocity[1].x=2;
ptBallVelocity[1].y=4;
//setup the primary blit position
ptPrimeBlt.x=0;
ptPrimeBlt.y=0;
ClientToScreen(hWndMain,&ptPrimeBlt);
return(true);//return success
}
//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
//clean up clipper
LPDDCLIP_Release(&lpddclip);
//clean up ball surface
LPDDS_Release(&lpddsBall);
//clean up "back buffer"
LPDDS_Release(&lpddsBack);
//clean up primary surface
LPDDS_Release(&lpddsPrime);
//clean up the dd pointer
LPDD_Release(&lpdd);
//clean up gdicanvas
gdicBall.Destroy();
}
//////////////////////////////////////////////////////////////////////////////
//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].x,ptLastPosition[index].y,ptLastPosition[index].x+gdicBall.GetWidth(),ptLastPosition[index].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]=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);
//top side
if(ptBallPosition[index].y<=0) ptBallVelocity[index].y=abs(ptBallVelocity[index].y);
//right side
if(ptBallPosition[index].x>=(int)dwDisplayWidth-gdicBall.GetWidth()) ptBallVelocity[index].x=-abs(ptBallVelocity[index].x);
//bottom side
if(ptBallPosition[index].y>=(int)dwDisplayHeight-gdicBall.GetHeight()) ptBallVelocity[index].y=-abs(ptBallVelocity[index].y);
}
//copy from "back buffer" onto primary
//declare rectangles
RECT rcSrc;
RECT rcDst;
//set up source rectangle
SetRect(&rcSrc,0,0,dwDisplayWidth,dwDisplayHeight);
//copy source rect to destination rect
CopyRect(&rcDst,&rcSrc);
//offset by the screen coordinate of the window's client area
OffsetRect(&rcDst,ptPrimeBlt.x,ptPrimeBlt.y);
//performa the blit
lpddsPrime->Blt(&rcDst,lpddsBack,&rcSrc,DDBLT_WAIT,NULL);
}
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