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📄 invasion.cpp

📁 类似小蜜蜂的游戏,但是已经3D化了,斑竹给我开通吧,我已经上传了5个了.
💻 CPP
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	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (*fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				*fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (*fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowMouseCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
	// Get OpenGL Information
	// Version
	if(pbyOpenGLVersion)
		delete pbyOpenGLVersion;
	pbyOpenGLVersion = new char[strlen((const char *) glGetString(GL_VERSION))+1];
	strcpy(pbyOpenGLVersion, (const char *) glGetString(GL_VERSION));
	// Chip Info
	if(pbyOpenGLChipInfo)
		delete pbyOpenGLChipInfo;
	pbyOpenGLChipInfo = new char[strlen((const char *) glGetString(GL_VENDOR))+1];
	strcpy(pbyOpenGLChipInfo, (const char *) glGetString(GL_VENDOR));
	// Renderer Info
	if(pbyOpenGLRendererInfo)
		delete pbyOpenGLRendererInfo;
	pbyOpenGLRendererInfo = new char[strlen((const char *) glGetString(GL_RENDERER))+1];
	strcpy(pbyOpenGLRendererInfo, (const char *) glGetString(GL_RENDERER));
	// Extensions Info
	if(pbyOpenGLExtensionInfo)
		delete pbyOpenGLExtensionInfo;
	pbyOpenGLExtensionInfo = new char[strlen((const char *) glGetString(GL_EXTENSIONS))+1];
	strcpy(pbyOpenGLExtensionInfo, (const char *) glGetString(GL_EXTENSIONS));

	// Initialize DirectX Sound
    if(FAILED(DSUtil_InitDirectSound(hWnd)))
		bSoundPossible = FALSE;
	else
		bSoundPossible = TRUE;
	InitSounds();
	StartNewMidi();
	return TRUE;									// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
        case MCI_NOTIFY:
        {
            if (wParam == MCI_NOTIFY_SUCCESSFUL)
				StartNewMidi();
        }
        break;

		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_PAINT:
			DrawGLScene();							// Here's Where We Do All The Drawing
		break;

		case WM_SYSKEYUP:
			switch (wParam)							// Check System Calls
			{
				case VK_RETURN:
					KillGLWindow();					// Kill Our Current Window
					Config.bFullScreen=!Config.bFullScreen;			// Toggle Fullscreen / Windowed Mode
					// Recreate Our OpenGL Window
					if(!Config.bFullScreen)
					{
						if (!CreateGLWindow(APP_TITLE,Config.iWindowWidth,Config.iWindowHeight,Config.DevMode.dmBitsPerPel,&Config.bFullScreen))
							return 0;					// Quit If Window Was Not Created
					}
					else
					{
						if (!CreateGLWindow(APP_TITLE,Config.DevMode.dmPelsWidth,Config.DevMode.dmPelsHeight,Config.DevMode.dmBitsPerPel,&Config.bFullScreen))
							return 0;					// Quit If Window Was Not Created
					}
				break;
			}
		break;

		case WM_SYSCOMMAND:							// Intercept System Commands
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
		break;

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:							// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;								// Jump Back
		}

		case WM_KEYUP:								// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			Config.iWindowWidth = LOWORD(lParam);
			Config.iWindowHeight = HIWORD(lParam);
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

void CheckObjects(ACTOR *pActor2)
{
	ACTOR *pActor;
	short i;

	for(i = 0; i < MAX_OBJECTS; i++)
	{
		pActor = &pObject[i];
		if(!pActor->bActive && pActor2 != NULL)
		{
			pActor->fPos[X] = pActor2->fPos[X];
			pActor->fPos[Y] = pActor2->fPos[Y];
			pActor->fPosVelocity[Y] = -1.0f;
			if(rand() % 2 == 1)
				pActor->fPosVelocity[X] =  (float) (rand() % 100)/100.0f;
			else
				pActor->fPosVelocity[X] = -((float) (rand() % 100)/100.0f);
			// A Object Should Go Into The World
			if((rand() % pLevel->iObjectPowerIncreaseRandom) == 2)
			{
				pActor->bActive = TRUE;
				pActor->iType = OBJECT_POWER_INCREASE;
			}
			else
			if((rand() % pLevel->iObjectWallRandom) == 2)
			{
				pActor->bActive = TRUE;
				pActor->iType = OBJECT_WALL;
			}
			else
			if((rand() % pLevel->iObjectSingleLaserRandom) == 2)
			{
				pActor->bActive = TRUE;
				pActor->iType = OBJECT_SINGLE_LASER_WEAPON;
			}
			else
			if((rand() % pLevel->iObjectDoubleLaserRandom) == 2)
			{
				pActor->bActive = TRUE;
				pActor->iType = OBJECT_DOUBLE_LASER_WEAPON;
			}
			else
			if((rand() % pLevel->iObjectLiveRandom) == 2)
			{
				pActor->bActive = TRUE;
				pActor->iType = OBJECT_LIVE;
			}
			continue;
		}
		if(pActor->bActive)
		{
			pActor->fPos[X] += (pActor->fPosVelocity[X]*g_lDeltatime)/1000.0f;
			pActor->fPos[Y] += (pActor->fPosVelocity[Y]*g_lDeltatime)/100.0f;
			pActor->fRot[X] += (5.0f*g_lDeltatime)/100.0f;
			pActor->fRot[Y] += (5.0f*g_lDeltatime)/100.0f;
			pActor->fRot[Z] += (5.0f*g_lDeltatime)/100.0f;
			if(pActor->fPos[Y] < -20.0f || pActor->fPos[X] > SPACE_WIDTH+20.0f ||
			   pActor->fPos[X] < -0.0f)
			   pActor->bActive = FALSE;
		}
	}
}

void CheckShot(void)
{
	ACTOR *pActor, *pActor2;
	short i, i2, i3;
	float fX, fY, fDistance, f;
	BOOL bCheckOnlyWall = FALSE, bCheckNoWall = FALSE;

	for(i = 0; i < MAX_SHOTS; i++)
	{
		pActor = &pShot[i];
		if(!pActor->bActive)
			continue;
		pActor->fPos[Y] += (pActor->fPosVelocity[Y]*g_lDeltatime)/50.0f;
		pActor->fPos[X] += (pActor->fPosVelocity[X]*g_lDeltatime)/50.0f;
		if(pActor->fPos[X] < -100.0f)
			pActor->bActive = FALSE;
		if(pActor->fPos[X] > SPACE_WIDTH+100.0f)
			pActor->bActive = FALSE;
		if(pActor->iType != WORMHOLE_SHOT && pActor->fPos[Y] > SPACE_HEIGHT+5.0f &&
		   pActor->iType == PLAYER_SHOT)
		{
			pActor->bActive = FALSE;
			if(byPlayerWeapon == DOUBLE_LASER_WEAPON)
				fWormholeHitPoints -= 8.0f;
			else
				fWormholeHitPoints -= 10.0f;
			DSUtil_PlaySound(pWormholeSound, 0);
		}
		if(pActor->fPos[Y] < -20.0f)
			pActor->bActive = FALSE;
		bCheckNoWall = FALSE;
		switch(pActor->iType)
		{
			case PLAYER_SHOT: case WORMHOLE_SHOT:
				if(!pActor->pFrameT)
					break;
			CheckAlien:
				for(i2 = 0; i2 < MAX_ALIENS; i2++)
				{
					pActor2 = &pAlien[i2];
					if(!pActor2->bActive || !pActor2->pFrameT ||
						pActor2->iExplosionStep != -1) 
						continue;
					if(pActor2->iType == ALIEN_2)
						f = -13.0f;
					else
						f = -7.0f;
					if(bCheckOnlyWall && pActor2->iType != WALL)
						continue;
					fX = pActor2->fPos[X]+pActor2->fPos2[X]-pActor->fPos[X];
					fY = 

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