📄 demo13_3_16b.cpp
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// DEMO13_3_16b.CPP - two mass gravity simulation
// 16-bit version
// note: there is currently no upper limit on your velocity
// since this is more realistic, so be careful not to get
// out of control
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB, and of course the T3DLIB files
// INCLUDES ///////////////////////////////////////////////
#define INITGUID
#define WIN32_LEAN_AND_MEAN
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // directX includes
#include <dsound.h>
#include <dmksctrl.h>
#include <dmusici.h>
#include <dmusicc.h>
#include <dmusicf.h>
#include <dinput.h>
#include "T3DLIB1.h" // game library includes
#include "T3DLIB2.h"
#include "T3DLIB3.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "16-Bit Two Mass Gravity Simulation"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 16 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 1 // 0 not windowed, 1 windowed
#define FRICTION_FACTOR (float)(0.05) // friction of the virtual space
// these are the gravity constants, they are selected to simply work
#define VIRTUAL_GRAVITY_CONSTANT (float)0.01
#define SHIP_MASS (float)2
#define BLACK_HOLE_MASS (float)50000
#define MAX_VEL (float)30
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[80]; // used to print text
BITMAP_IMAGE background_bmp; // holds the background
BOB ship; // the ship
BOB black_hole; // the gravity well
int sound_id = -1; // general sound
// 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
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
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)
{
// this is the winmain function
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context
// 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
main_instance = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // initial x,y
WINDOW_WIDTH,WINDOW_HEIGHT, // initial width, 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;
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
TRUE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// perform all game console specific initialization
Game_Init();
// enter main event loop
while(1)
{
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
// main game processing goes here
Game_Main();
} // end while
// shutdown game and release all resources
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping varsIable
char filename[80]; // used to build up filenames
// seed random number generate
srand(Start_Clock());
// initialize directdraw, very important that in the call
// to setcooperativelevel that the flag DDSCL_MULTITHREADED is used
// which increases the response of directX graphics to
// take the global critical section more frequently
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// load background image
Load_Bitmap_File(&bitmap16bit, "GRAVSKY24.BMP");
Create_Bitmap(&background_bmp,0,0,640,480,16);
Load_Image_Bitmap16(&background_bmp, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Unload_Bitmap_File(&bitmap16bit);
// load the bitmaps for ship
Load_Bitmap_File(&bitmap16bit, "BLAZE24.BMP");
// create bob
Create_BOB(&ship,320,240,22,18,32,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY,0,16);
// well use varsI[0] to hold the direction 0..15, 0-360 degrees, clockwise
ship.varsI[0] = 0; // along +x axis to start
// use varsF[0,1] for the x and y velocity
ship.varsF[0] = 0;
ship.varsF[1] = 0;
// use varsF[2,3] for the x and y position, we need more accuracy than ints
ship.varsF[2] = ship.x;
ship.varsF[3] = ship.y;
// load the frames in
for (index=0; index < 32; index++)
Load_Frame_BOB16(&ship, &bitmap16bit, index, index%16,index/16,BITMAP_EXTRACT_MODE_CELL);
// unload bitmap image
Unload_Bitmap_File(&bitmap16bit);
// load the bitmaps for blackhole
Load_Bitmap_File(&bitmap16bit, "PHOTON24.BMP");
// create bob
Create_BOB(&black_hole,32+rand()%(SCREEN_WIDTH-64),32+rand()%(SCREEN_HEIGHT-64),
44,44,7,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY,0,16);
// set animation speed
Set_Anim_Speed_BOB(&black_hole,3);
// load the frames in
for (index=0; index < 7; index++)
Load_Frame_BOB16(&black_hole, &bitmap16bit, index, index,0,BITMAP_EXTRACT_MODE_CELL);
// unload bitmap image
Unload_Bitmap_File(&bitmap16bit);
// initialize directinput
DInput_Init();
// acquire the keyboard only
DInput_Init_Keyboard();
// initilize DirectSound
DSound_Init();
// load background sounds
sound_id = DSound_Load_WAV("BHOLE.WAV");
// start the sounds
DSound_Play(sound_id, DSBPLAY_LOOPING);
// hide the mouse
if (!WINDOWED_APP)
ShowCursor(FALSE);
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// shut everything down
// kill all the bobs
Destroy_BOB(&ship);
Destroy_BOB(&black_hole);
// shutdown directdraw last
DDraw_Shutdown();
// now directsound
DSound_Stop_All_Sounds();
DSound_Shutdown();
// shut down directinput
DInput_Shutdown();
// return success
return(1);
} // end Game_Shutdown
//////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index; // looping var
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();
// draw background
Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);
// unlock back surface
DDraw_Unlock_Back_Surface();
// read keyboard
DInput_Read_Keyboard();
// check the player controls
// is the player turning right or left?
if (keyboard_state[DIK_RIGHT])
{
// there are 16 possible positions for the ship to point in
if (++ship.varsI[0] >= 16)
ship.varsI[0] = 0;
} // end if
else
if (keyboard_state[DIK_LEFT])
{
// there are 16 possible positions for the ship to point in
if (--ship.varsI[0] < 0)
ship.varsI[0] = 15;
} // end if
// now test for forward thrust
if (keyboard_state[DIK_UP])
{
// thrust ship in current direction
float rad_angle = (float)ship.varsI[0]*(float)3.14159/(float)8;
float xv = cos(rad_angle);
float yv = sin(rad_angle);
ship.varsF[0]+=xv;
ship.varsF[1]+=yv;
// animate the ship
ship.curr_frame = ship.varsI[0]+16*(rand()%2);
} // end if
else // show non thrust version
ship.curr_frame = ship.varsI[0];
// move ship
ship.varsF[2]+=ship.varsF[0];
ship.varsF[3]+=ship.varsF[1];
// always apply friction in direction opposite current trajectory
float fx = -ship.varsF[0];
float fy = -ship.varsF[1];
float length_f = sqrt(fx*fx+fy*fy); // normally we would avoid square root at all costs!
// compute the frictional resitance
if (fabs(length_f) > 0.1)
{
fx = FRICTION_FACTOR*fx/length_f;
fy = FRICTION_FACTOR*fy/length_f;
} // end if
else
fx=fy=0;
// now apply friction to forward velocity
ship.varsF[0]+=fx;
ship.varsF[1]+=fy;
////////////////////////////////////////////////////////////////////
// gravity calculation section
// step 1: compute vector from black hole to ship, note that the centers
// of each object are used
float grav_x = (black_hole.x + black_hole.width/2) - (ship.x + ship.width/2);
float grav_y = (black_hole.y + black_hole.height/2) - (ship.y + ship.height/2);
float radius_squared = grav_x*grav_x + grav_y*grav_y; // equal to radius squared
float length_grav = sqrt(radius_squared);
// step 2: normalize the length of the vector to 1.0
grav_x = grav_x/length_grav;
grav_y = grav_y/length_grav;
// step 3: compute the gravity force
float grav_force = (VIRTUAL_GRAVITY_CONSTANT) * (SHIP_MASS * BLACK_HOLE_MASS) / radius_squared;
// step 4: apply gforce in the direction of grav_x, grav_y with the magnitude of grav_force
ship.varsF[0]+=grav_x*grav_force;
ship.varsF[1]+=grav_y*grav_force;
////////////////////////////////////////////////////////////////////
// test if ship is off screen
if (ship.varsF[2] > SCREEN_WIDTH)
ship.varsF[2] = -ship.width;
else
if (ship.varsF[2] < -ship.width)
ship.varsF[2] = SCREEN_WIDTH;
if (ship.varsF[3] > SCREEN_HEIGHT)
ship.varsF[3] = -ship.height;
else
if (ship.varsF[3] < -ship.height)
ship.varsF[3] = SCREEN_HEIGHT;
// test if velocity is insane
if ( (ship.varsF[0]*ship.varsF[0] + ship.varsF[1]*ship.varsF[1]) > MAX_VEL)
{
// scale velocity down
ship.varsF[0]*=.95;
ship.varsF[1]*=.95;
} // end if
// animate the black hole
Animate_BOB(&black_hole);
// draw the black hole
Draw_BOB16(&black_hole, lpddsback);
// copy floating point position to bob x,y
ship.x = ship.varsF[2];
ship.y = ship.varsF[3];
// draw the ship
Draw_BOB16(&ship,lpddsback);
// draw the title
Draw_Text_GDI("(16-Bit Version) GRAVITY MASS DEMO - Use Arrows to Control Ship.",10, 10,RGB(0,255,255), lpddsback);
sprintf(buffer,"Friction: X=%f, Y=%f",fx, fy);
Draw_Text_GDI(buffer,10,420,RGB(0,255,0), lpddsback);
sprintf(buffer,"Velocity: X=%f, Y=%f",ship.varsF[0], ship.varsF[1]);
Draw_Text_GDI(buffer,10,440,RGB(0,255,0), lpddsback);
sprintf(buffer,"Gravity: X=%f, Y=%f",ship.varsF[2], ship.varsF[3]);
Draw_Text_GDI(buffer,10,460,RGB(0,255,0), lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
// stop all sounds
DSound_Stop_All_Sounds();
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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