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📄 raiden.cpp

📁 一个小的类似于雷电的射击游戏
💻 CPP
字号:
// Raiden.cpp : 定义应用程序的入口点。
//

#include "stdafx.h"
#include "Raiden.h"
#include "GameEngine.h"
#include "BackGround.h"
#include "MusicPlay.h"

#define MAX_LOADSTRING 100

// 全局变量:
HINSTANCE		hInst;								// 当前实例
TCHAR			szTitle[MAX_LOADSTRING];			// 标题栏文本
TCHAR			szWindowClass[MAX_LOADSTRING];		// 主窗口类名

HWND			hWnd;								// 窗口句柄
HDC				g_hOffScreenDC;						// 屏幕外设备环境
HBITMAP			g_hOffScreenBitmap;					// 屏幕外位图
GameEngine		*g_pGame = NULL;					// 引擎
BackGround		*g_pBackGround = NULL;				// 背景
MusicPlay		*g_pMusic = NULL;							// 背景音乐

// 此代码模块中包含的函数的前向声明:
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK	About(HWND, UINT, WPARAM, LPARAM);

BOOL GameInitialize();
void GameStart(HWND hWindow);
void GameEnd();
void GameActivate(HWND hWindow);
void GameDeactivate(HWND hWindow);
void GamePaint(HDC hDC);
void GameCycle();

int APIENTRY _tWinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPTSTR    lpCmdLine,
                     int       nCmdShow)
{
 	// TODO: 在此放置代码。
	MSG			msg;
	static int	iTickTriger = 0;
	int			iTickCount;
	HACCEL hAccelTable;

	// 初始化全局字符串
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_RAIDEN, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);
	
	g_pGame = new GameEngine();
	if (NULL == g_pGame)
		return FALSE;
	g_pGame->SetFrameRate(50);
	g_pGame->Initialize();

	// 执行应用程序初始化:
	if (!InitInstance (hInstance, nCmdShow)) 
	{
		return FALSE;
	}

	hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_RAIDEN);

	// 主消息循环:
	while (TRUE) 
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) 
		{
			// 处理消息
			if (msg.message == WM_QUIT)
				break;
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			// 确保游戏引擎没有休眠
			if (!g_pGame->GetSleep())
			{
				// 检查滴答计数, 查看是否过了一个游戏周期
				iTickCount = GetTickCount();
				if (iTickCount > iTickTriger)
				{
					iTickTriger = iTickCount + g_pGame->GetFrameDelay();
					GameCycle();					
				}
			}
		}
	}

	return (int) msg.wParam;
}



//
//  函数: MyRegisterClass()
//
//  目的: 注册窗口类。
//
//  注释: 
//
//    仅当希望在已添加到 Windows 95 的
//    “RegisterClassEx”函数之前此代码与 Win32 系统兼容时,
//    才需要此函数及其用法。调用此函数
//    十分重要,这样应用程序就可以获得关联的
//   “格式正确的”小图标。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(WNDCLASSEX); 

	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= (WNDPROC)WndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= 0;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= LoadIcon(hInstance, (LPCTSTR)IDI_RAIDEN);
	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW+1);
	wcex.lpszMenuName	= (LPCTSTR)IDC_RAIDEN;
	wcex.lpszClassName	= szWindowClass;
	wcex.hIconSm		= LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);

	return RegisterClassEx(&wcex);
}

//
//   函数: InitInstance(HANDLE, int)
//
//   目的: 保存实例句柄并创建主窗口
//
//   注释: 
//
//        在此函数中,我们在全局变量中保存实例句柄并
//        创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
	hInst = hInstance; // 将实例句柄存储在全局变量中

	// 计算游戏大小计算窗口大小和位置
	int iWindowWidth = g_pGame->GetWidth() + GetSystemMetrics(SM_CXFIXEDFRAME) * 2,
	   iWindowHeight = g_pGame->GetHeight() + GetSystemMetrics(SM_CYFIXEDFRAME) * 2 +
	   GetSystemMetrics(SM_CYCAPTION);

	// 计算菜单高度
	iWindowHeight += GetSystemMetrics(SM_CYMENU);
	int iXWindowPos = (GetSystemMetrics(SM_CXSCREEN) - iWindowWidth) / 2,
	   iYWindowPos = (GetSystemMetrics(SM_CYSCREEN) - iWindowHeight) / 2;

	hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW |
	   WS_CAPTION | WS_MINIMIZEBOX,
	   iXWindowPos, iYWindowPos, iWindowWidth, iWindowHeight,
	   NULL, NULL, hInstance, NULL);

	if (!hWnd)
	{
		return FALSE;
	}

	if (GameInitialize() == FALSE)
		return FALSE;
	
	ShowWindow(hWnd, nCmdShow);
	UpdateWindow(hWnd);

	return TRUE;
}

//
//  函数: WndProc(HWND, unsigned, WORD, LONG)
//
//  目的: 处理主窗口的消息。
//
//  WM_COMMAND	- 处理应用程序菜单
//  WM_PAINT	- 绘制主窗口
//  WM_DESTROY	- 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	int wmId, wmEvent;
	PAINTSTRUCT ps;
	HDC hdc;

	switch (message) 
	{
	case WM_CREATE:
		// 设置游戏窗口并开始游戏
		g_pGame->SetWindow(hWnd);
		GameStart(hWnd);
		return 0;
	case WM_SETFOCUS:
		// 激活游戏并更新休眠状态
		GameActivate(hWnd);
		g_pGame->SetSleep(FALSE);
		return 0;
	case WM_KILLFOCUS:
		// 停用游戏并更新休眠状态
		GameDeactivate(hWnd);
		g_pGame->SetSleep(TRUE);
		return 0;
	case WM_PAINT:
		{hdc = BeginPaint(hWnd, &ps);
		// TODO: 在此添加任意绘图代码...
		GamePaint(hdc);

		EndPaint(hWnd, &ps);}
		return 0;
	case WM_DESTROY:
		// 结束游戏并推出应用程序
		GameEnd();
		PostQuitMessage(0);
		return 0;
	case WM_KEYDOWN:
		g_pGame->KeyDown(wParam);
		return 0;
	case WM_KEYUP:
		g_pGame->KeyUp(wParam);
		return 0;
	case WM_COMMAND:
		wmId    = LOWORD(wParam); 
		wmEvent = HIWORD(wParam); 
		// 分析菜单选择:
		switch (wmId)
		{
		case IDM_ABOUT:
			DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);
			break;
		case IDM_EXIT:
			DestroyWindow(hWnd);
			break;
		default:
			return DefWindowProc(hWnd, message, wParam, lParam);
		}
		return 0;
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
	}
	return 0;
}

// “关于”框的消息处理程序。
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch (message)
	{
	case WM_INITDIALOG:
		return TRUE;

	case WM_COMMAND:
		if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) 
		{
			EndDialog(hDlg, LOWORD(wParam));
			return TRUE;
		}
		break;
	}
	return FALSE;
}

BOOL GameInitialize()
{
	srand(GetTickCount());

	g_pBackGround = new BackGround(hWnd);
	g_pMusic = new MusicPlay();
	g_pMusic->Load(".\\Sounds\\flourish.mid");
	g_pMusic->Play(-1);

	g_pGame->SetFrameRate(30);

	// 设置屏幕外缓冲区
	g_hOffScreenDC = CreateCompatibleDC(GetDC(hWnd));
	g_hOffScreenBitmap = CreateCompatibleBitmap(GetDC(hWnd),
		g_pGame->GetWidth(), g_pGame->GetHeight());
	SelectObject(g_hOffScreenDC, g_hOffScreenBitmap);

	return TRUE;
}

void GameStart(HWND hWindow)
{

}

void GameEnd()
{
	SAFE_DELETE(g_pGame);
	SAFE_DELETE(g_pBackGround);
	SAFE_DELETE(g_pMusic);
	ReleaseDC(hWnd, g_hOffScreenDC);
	DeleteObject(g_hOffScreenBitmap);
	DeleteDC(g_hOffScreenDC);
	PostQuitMessage(0);
}

void GameActivate(HWND hWindow)
{}

void GameDeactivate(HWND hWindow)
{}

void GamePaint(HDC hDC)
{
	g_pBackGround->Draw(hWnd, hDC);
	g_pGame->Draw(hDC);
}

void GameCycle()
{
	g_pBackGround->Update();
	g_pGame->Update();
	HDC hDC = GetDC(hWnd);

	if (g_pGame->IsGameOver())
	{
		Bitmap *pBitmap = new Bitmap(".\\images\\Gameover.bmp", TRUE, RGB(255, 0, 255));
		pBitmap->Draw(hDC, (g_pGame->GetWidth() - pBitmap->GetWidth()) / 2,
			(g_pGame->GetHeight() - pBitmap->GetHeight()) / 2 - 50,
			pBitmap->GetWidth(), pBitmap->GetHeight(), 0, 0);
		Sleep(3000);
		delete pBitmap;
		ReleaseDC(hWnd, hDC);

		GameEnd();
		return;
	}

	// 在缓冲区绘制游戏
	GamePaint(g_hOffScreenDC);

	// 将缓冲区位图送到屏幕
	BitBlt(hDC, 0, 0, g_pGame->GetWidth(), g_pGame->GetHeight(),
		g_hOffScreenDC, 0, 0, SRCCOPY);

	// Cleanup
	ReleaseDC(hWnd, hDC);
}

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