📄 fig15_07.c
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/* Fig. 15.7: fig15_07.c
Using double buffering. */
#include <allegro.h>
/* symbolic constants for the ball抯 possible directions */
#define DOWN_RIGHT 0
#define UP_RIGHT 1
#define DOWN_LEFT 2
#define UP_LEFT 3
/* function prototypes */
void moveBall( void );
void reverseVerticalDirection( void );
void reverseHorizontalDirection( void );
int ball_x; /* the ball抯 x-coordinate */
int ball_y; /* the ball抯 y-coordinate */
int direction; /* the ball抯 direction */
BITMAP *ball; /* pointer to the ball抯 image bitmap */
BITMAP *buffer; /* pointer to the buffer */
int main( void )
{
/* first, set up Allegro and the graphics mode */
allegro_init(); /* initialize Allegro */
install_keyboard(); /* install the keyboard for Allegro to use */
set_color_depth( 16 ); /* set the color depth to 16-bit */
set_gfx_mode( GFX_AUTODETECT, 640, 480, 0, 0 ); /* set graphics mode */
ball = load_bitmap( "ball.bmp", NULL ); /* load the ball bitmap */
buffer = create_bitmap( SCREEN_W, SCREEN_H ); /* create buffer */
ball_x = SCREEN_W / 2; /* give the ball its initial x-coordinate */
ball_y = SCREEN_H / 2; /* give the ball its initial y-coordinate */
srand( time( NULL ) ); /* seed the random function ... */
direction = rand() % 4; /* and then make a random initial direction */
while ( !key[KEY_ESC] ) /* until the escape key is pressed ... */
{
moveBall(); /* move the ball */
/* now, perform double buffering */
clear_to_color( buffer, makecol( 255, 255, 255 ) );
blit( ball, buffer, 0, 0, ball_x, ball_y, ball->w, ball->h );
blit( buffer, screen, 0, 0, 0, 0, buffer->w, buffer->h );
clear_bitmap( buffer );
} /* end while */
destroy_bitmap( ball ); /* destroy the ball bitmap */
destroy_bitmap( buffer ); /* destroy the buffer bitmap */
return 0;
} /* end function main */
END_OF_MAIN() /* don抰 forget this! */
void moveBall() /* moves the ball */
{
switch ( direction ) {
case DOWN_RIGHT:
++ball_x; /* move the ball to the right */
++ball_y; /* move the ball down */
break;
case UP_RIGHT:
++ball_x; /* move the ball to the right */
--ball_y; /* move the ball up */
break;
case DOWN_LEFT:
--ball_x; /* move the ball to the left */
++ball_y; /* move the ball down */
break;
case UP_LEFT:
--ball_x; /* move the ball to the left */
--ball_y; /* move the ball up */
break;
} /* end switch */
/* make sure the ball doesn抰 go off the screen */
/* if the ball is going off the top or bottom ... */
if ( ball_y <= 30 || ball_y >= 440 )
reverseVerticalDirection();
/* if the ball is going off the left or right ... */
if ( ball_x <= 0 || ball_x >= 600 )
reverseHorizontalDirection();
} /* end function moveBall */
void reverseVerticalDirection() /* reverse the ball抯 up-down direction */
{
if ( ( direction % 2 ) == 0 ) /* "down" directions are even numbers */
++direction; /* make the ball start moving up */
else /* "up" directions are odd numbers */
--direction; /* make the ball start moving down */
} /* end function reverseVerticalDirection */
void reverseHorizontalDirection() /* reverses the horizontal direction */
{
direction = ( direction + 2 ) % 4; /* reverse horizontal direction */
} /* end function reverseHorizontalDirection */
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