game.cpp
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CPP
949 行
// Game.cpp: implementation of the CGame class.
//
//////////////////////////////////////////////////////////////////////
#include "Game.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CGame::CGame()
{
m_pD3D = NULL;
m_pD3DDevice = NULL;
m_pDirectInput = NULL;
m_pKeyboard = NULL;
m_pMouse = NULL;
m_pDirectAudioPerformance = NULL;
m_pDirectAudioLoader = NULL;
m_dwFrames = 0;
m_dwStartTime = 0;
m_dwEndTime = 0;
m_dwTotalPolygons = 0;
m_fQuit = false;
//Initialise COM
CoInitialize(NULL);
m_nMouseLeft = 0;
m_nMouseRight = 0;
m_nMouseX = 0;
m_nMouseY = 0;
m_pFont = NULL;
m_pSound1 = NULL;
m_pSound2 = NULL;
m_pSound3 = NULL;
m_pSound4 = NULL;
m_pSoundFailed = NULL;
m_pSoundBG = NULL;
m_pPanelMouse = NULL;
m_pPanel1 = NULL;
m_pPanel2 = NULL;
m_pPanel3 = NULL;
m_pPanel4 = NULL;
}
CGame::~CGame()
{
//Game finished, so destroy game objects
LogInfo("<br>Finish Game:");
//Clean up our objects and interfaces
CleanUpGame();
CleanUpDirectAudio();
CleanUpDirectInput();
CleanUpDirect3D();
CoUninitialize();
//Game finished, so save statistics to log
DWORD dwDuration = (m_dwEndTime - m_dwStartTime) / 1000;
if((dwDuration != 0)&&(m_dwFrames != 0))
{
//Log stats
LogInfo("<br>Statistics:");
LogInfo("<li>Start Time (ms): %d", m_dwStartTime);
LogInfo("<li>End Time (ms): %d", m_dwEndTime);
LogInfo("<li>Duration (s): %d", dwDuration);
LogInfo("<li>Total Frame Count: %d", m_dwFrames);
LogInfo("<li>Average FPS: %d", (m_dwFrames / dwDuration));
LogInfo("<li>Total Polygons: %d", m_dwTotalPolygons);
LogInfo("<li>Average Polygons per Frame: %d", (m_dwTotalPolygons / m_dwFrames));
}
else
{
LogInfo("<br>No statistics to report");
}
StopLogging();
}
void CGame::CleanUpGame()
{
SafeDelete(m_pFont);
SafeDelete(m_pSound1);
SafeDelete(m_pSound2);
SafeDelete(m_pSound3);
SafeDelete(m_pSound4);
SafeDelete(m_pSoundFailed);
SafeDelete(m_pSoundBG);
SafeDelete(m_pPanelMouse);
SafeDelete(m_pPanel1);
SafeDelete(m_pPanel2);
SafeDelete(m_pPanel3);
SafeDelete(m_pPanel4);
}
void CGame::CleanUpDirectAudio()
{
//Stop all sounds.
m_pDirectAudioPerformance->Stop(NULL, NULL, 0, 0);
//CleanUp
m_pDirectAudioPerformance->CloseDown();
SafeRelease(m_pDirectAudioLoader);
SafeRelease(m_pDirectAudioPerformance);
LogInfo("<li>CleanUpDirectAudio finished.");
}
void CGame::CleanUpDirectInput()
{
if(m_pKeyboard)
{
m_pKeyboard->Unacquire();
}
if(m_pMouse)
{
m_pMouse->Unacquire();
}
SafeRelease(m_pMouse);
SafeRelease(m_pKeyboard);
SafeRelease(m_pDirectInput);
LogInfo("<li>CleanUpDirectInput finished.");
}
void CGame::CleanUpDirect3D()
{
SafeRelease(m_pD3DDevice);
SafeRelease(m_pD3D);
LogInfo("<li>CleanUpDirect3D finished.");
}
bool CGame::Initialise(HWND hWnd, HINSTANCE hInst, UINT nWidth, UINT nHeight)
{
//Initialise Direct3D
if(!InitialiseDirect3D(hWnd, nWidth, nHeight))
{
return false;
}
//Initialise DirectInput
if(!InitialiseDirectInput(hWnd, hInst))
{
return false;
}
if(!InitialiseDirectAudio(hWnd))
{
return false;
}
//Initialise Lighting
if(!InitialiseLights())
{
return false;
}
//Initialise Game Objects
if(!InitialiseGame())
{
return false;
}
return true;
}
bool CGame::InitialiseGame()
{
LogInfo("<br>Initialise Game:");
//Setup games objects here
//Setup fonts here
m_pFont = new CFont(m_pD3DDevice, "Verdana", 12, false, false, false);
//Setup panels for 2D
m_pPanelMouse = new CPanel(m_pD3DDevice, 32, 32, m_nScreenWidth, m_nScreenHeight);
m_pPanelMouse->SetTexture("Textures\\Mouse.bmp", D3DCOLOR_XRGB(0, 0, 0));
m_pPanel1 = new CPanel(m_pD3DDevice, 128, 128, m_nScreenWidth, m_nScreenHeight);
m_pPanel1->SetTexture("Textures\\1.bmp");
m_pPanel2 = new CPanel(m_pD3DDevice, 128, 128, m_nScreenWidth, m_nScreenHeight);
m_pPanel2->SetTexture("Textures\\2.bmp");
m_pPanel3 = new CPanel(m_pD3DDevice, 128, 128, m_nScreenWidth, m_nScreenHeight);
m_pPanel3->SetTexture("Textures\\3.bmp");
m_pPanel4 = new CPanel(m_pD3DDevice, 128, 128, m_nScreenWidth, m_nScreenHeight);
m_pPanel4->SetTexture("Textures\\4.bmp");
//Setup sounds
m_pSound1 = new CSound();
m_pSound1->InitialiseForWavMidi(m_pDirectAudioPerformance, m_pDirectAudioLoader);
m_pSound1->LoadSound("notify.wav");
m_pSound2 = new CSound();
m_pSound2->InitialiseForWavMidi(m_pDirectAudioPerformance, m_pDirectAudioLoader);
m_pSound2->LoadSound("chimes.wav");
m_pSound3 = new CSound();
m_pSound3->InitialiseForWavMidi(m_pDirectAudioPerformance, m_pDirectAudioLoader);
m_pSound3->LoadSound("chord.wav");
m_pSound4 = new CSound();
m_pSound4->InitialiseForWavMidi(m_pDirectAudioPerformance, m_pDirectAudioLoader);
m_pSound4->LoadSound("ding.wav");
m_pSoundFailed = new CSound();
m_pSoundFailed->InitialiseForWavMidi(m_pDirectAudioPerformance, m_pDirectAudioLoader);
m_pSoundFailed->LoadSound("Fail.wav");
m_pSoundBG = new CSound();
m_pSoundBG->InitialiseForMP3();
m_pSoundBG->LoadSound("Aai_Took-Needthew-3776_hifi.mp3");
return true;
}
D3DFORMAT CGame::CheckDisplayMode(UINT nWidth, UINT nHeight, UINT nDepth)
{
UINT x;
D3DDISPLAYMODE d3ddm;
for(x = 0; x < m_pD3D->GetAdapterModeCount(0); x++)
{
m_pD3D->EnumAdapterModes(0, x, &d3ddm);
if(d3ddm.Width == nWidth)
{
if(d3ddm.Height == nHeight)
{
if((d3ddm.Format == D3DFMT_R5G6B5) || (d3ddm.Format == D3DFMT_X1R5G5B5) || (d3ddm.Format == D3DFMT_X4R4G4B4))
{
if(nDepth == 16)
{
return d3ddm.Format;
}
}
else if((d3ddm.Format == D3DFMT_R8G8B8) || (d3ddm.Format == D3DFMT_X8R8G8B8))
{
if(nDepth == 32)
{
return d3ddm.Format;
}
}
}
}
}
return D3DFMT_UNKNOWN;
}
bool CGame::InitialiseDirectAudio(HWND hWnd)
{
LogInfo("<br>Initialise DirectAudio:");
//Create the DirectAudio performance object
if(CoCreateInstance(CLSID_DirectMusicPerformance, NULL, CLSCTX_INPROC,
IID_IDirectMusicPerformance8, (void**) &m_pDirectAudioPerformance) != S_OK)
{
LogError("<li>Failed to create the DirectAudio perfomance object.");
return false;
}
else
{
LogInfo("<li>DirectAudio perfomance object created OK.");
}
//Create the DirectAudio loader object
if(CoCreateInstance(CLSID_DirectMusicLoader, NULL, CLSCTX_INPROC,
IID_IDirectMusicLoader8, (void**) &m_pDirectAudioLoader) != S_OK)
{
LogError("<li>Failed to create the DirectAudio loader object.");
return false;
}
else
{
LogInfo("<li>DirectAudio loader object created OK.");
}
//Initialise the performance object
if(FAILED(m_pDirectAudioPerformance->InitAudio(NULL, NULL, hWnd, DMUS_APATH_SHARED_STEREOPLUSREVERB,
64, DMUS_AUDIOF_ALL, NULL)))
{
LogError("<li>Failed to initialise the DirectAudio perfomance object.");
return false;
}
else
{
LogInfo("<li>Initialised the DirectAudio perfomance object OK.");
}
//Get the our applications "sounds" directory.
CHAR strSoundPath[MAX_PATH];
GetCurrentDirectory(MAX_PATH, strSoundPath);
strcat(strSoundPath, "\\Sounds");
//Convert the path to unicode.
WCHAR wstrSoundPath[MAX_PATH];
MultiByteToWideChar(CP_ACP, 0, strSoundPath, -1, wstrSoundPath, MAX_PATH);
//Set the search directory.
if(FAILED(m_pDirectAudioLoader->SetSearchDirectory(GUID_DirectMusicAllTypes, wstrSoundPath, FALSE)))
{
LogError("<li>Failed to set the search directory '%s'.", strSoundPath);
return false;
}
else
{
LogInfo("<li>Search directory '%s' set OK.", strSoundPath);
}
return true;
}
bool CGame::InitialiseDirectInput(HWND hWnd, HINSTANCE hInst)
{
LogInfo("<br>Initialise DirectInput:");
//Create the DirectInput object
if(FAILED(DirectInput8Create(hInst, DIRECTINPUT_VERSION,
IID_IDirectInput8, (void**)&m_pDirectInput, NULL)))
{
LogError("<li>Unable to create DirectInput interface.");
return false;
}
else
{
LogInfo("<li>DirectInput interface created OK");
}
//KEYBOARD =======================================================================
//Create the keyboard device object
if(FAILED(m_pDirectInput->CreateDevice(GUID_SysKeyboard, &m_pKeyboard, NULL)))
{
CleanUpDirectInput();
LogError("<li>Unable to create DirectInput keyboard device interface.");
return false;
}
else
{
LogInfo("<li>DirectInput keyboard device interface created OK.");
}
//Set the data format for the keyboard
if(FAILED(m_pKeyboard->SetDataFormat(&c_dfDIKeyboard)))
{
CleanUpDirectInput();
LogError("<li>Unable to set the keyboard data format.");
return false;
}
else
{
LogInfo("<li>Set the keyboard data format OK.");
}
//Set the cooperative level for the keyboard
if(FAILED(m_pKeyboard->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE)))
{
CleanUpDirectInput();
LogError("<li>Unable to set the keyboard cooperative level.");
return false;
}
else
{
LogInfo("<li>Set the keyboard cooperative level OK.");
}
//Acquire the keyboard
if(m_pKeyboard)
{
m_pKeyboard->Acquire();
}
//MOUSE =======================================================================
//Create the mouse device object
if(FAILED(m_pDirectInput->CreateDevice(GUID_SysMouse, &m_pMouse, NULL)))
{
CleanUpDirectInput();
LogError("<li>Unable to create DirectInput mouse device interface.");
return false;
}
else
{
LogInfo("<li>DirectInput mouse device interface created OK.");
}
//Set the data format for the mouse
if(FAILED(m_pMouse->SetDataFormat(&c_dfDIMouse)))
{
CleanUpDirectInput();
LogError("<li>Unable to set the mouse data format.");
return false;
}
else
{
LogInfo("<li>Set the mouse data format OK.");
}
//Set the cooperative level for the mouse
if(FAILED(m_pMouse->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE)))
{
CleanUpDirectInput();
LogError("<li>Unable to set the mouse cooperative level.");
return false;
}
else
{
LogInfo("<li>Set the mouse cooperative level OK.");
}
//Acquire the mouse
if(m_pMouse)
{
m_pMouse->Acquire();
}
return true;
}
bool CGame::InitialiseDirect3D(HWND hWnd, UINT nWidth, UINT nHeight)
{
LogInfo("<br>Initialise Direct3D:");
//First of all, create the main D3D object. If it is created successfully we
//should get a pointer to an IDirect3D8 interface.
m_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
if(m_pD3D == NULL)
{
LogError("<li>Unable to create DirectX8 interface.");
return false;
}
//Get the current display mode
D3DDISPLAYMODE d3ddm;
d3ddm.Format = CheckDisplayMode(nWidth, nHeight, 32);
if(d3ddm.Format != D3DFMT_UNKNOWN)
{
//Width x Height x 32bit has been selected
d3ddm.Width = nWidth;
d3ddm.Height = nHeight;
LogInfo("<li>%d x %d x 32bit back buffer format selected. Format = %d.", nWidth, nHeight, d3ddm.Format);
}
else
{
d3ddm.Format = CheckDisplayMode(nWidth, nHeight, 16);
if(d3ddm.Format != D3DFMT_UNKNOWN)
{
//Width x Height x 16bit has been selected
d3ddm.Width = nWidth;
d3ddm.Height = nHeight;
LogInfo("<li>%d x %d x 16bit back buffer format selected. Format = %d.", nWidth, nHeight, d3ddm.Format);
}
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