📄 gameengine.h
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#pragma once
#include<windows.h>
#include<mmsystem.h>
//游戏引擎,创建于2008年 1 月 26日
//windows 函数
//==========================================================================
#define MOUSELEFT true //鼠标左键
#define MOUSERIGHT false //鼠标右键
//==========================================================================
//==========================================================================
//游戏引擎函数声明
bool GameInitialize(HINSTANCE hInstance);//游戏初始化
void GameStart(HWND hWindow); //开始
void GameEnd(); //结束
void GameActivate(HWND hWindow); //激活
void GameDeactivate(HWND hWindow); //停用
void GamePaint(HDC hDC); //绘制
void GameCycle(); //循环
void HandleKeys(void); //处理键盘上的键
void MouseButtonDown(int x, int y, bool bLeft);//处理鼠标单击
//=========================================================================
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,
PSTR szCmdLine,int iCmdShow);
LRESULT CALLBACK WndProc(HWND hWnd,UINT msg,WPARAM wParam, LPARAM lParam);
//GameEngine 类
class GameEngine
{
protected:
static GameEngine *m_pGameEngine; //指向自身的指针
HINSTANCE m_hInstance;
HWND m_hWindow;
TCHAR m_szWindowClass[32];
TCHAR m_szTitle[32];
WORD m_wIcon,m_wSmallIcon;
int m_iWidth,m_iHeight;
int m_iFrameDelay;
bool m_bSleep;
public:
// construction and distruction
GameEngine(HINSTANCE hInstance ,LPTSTR szWindowclass,LPTSTR szTitle,
WORD wIcon, WORD wSmallIcon, int iWidth=640, int iHeight=480);
virtual ~GameEngine();
//常规方法
static GameEngine *GetEngine(void) {return m_pGameEngine;};
bool Initialize(int iCmdShow);
LRESULT HandleEvent(HWND hWindow, UINT msg, WPARAM wparam,
LPARAM lParam);
//访问方法
HINSTANCE GetInstance(void){return m_hInstance;};
HWND GetWindow(void) {return m_hWindow;};
void SetWindow(HWND hWindow){m_hWindow=hWindow;};
LPTSTR GetTitle(void){return m_szTitle;};
WORD GetIcon(void){ return m_wIcon;};
WORD GetSmallIcon(void){return m_wSmallIcon;};
int GetWidth(void){return m_iWidth;};
int GetHeight(void){return m_iHeight;};
int GetFrameDelay(void){return m_iFrameDelay;};
void SetFrameRate(int iFrameRate){ m_iFrameDelay=1000/iFrameRate;};
bool GetSleep(void){return m_bSleep;};
void SetSleep(bool bSleep){m_bSleep=bSleep;};
};
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