📄 planets.cpp
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//-----------------------------------------------------------------
// Planets 2 Application
// C++ Source - Planets.cpp
//-----------------------------------------------------------------
//-----------------------------------------------------------------
// Include Files
//-----------------------------------------------------------------
#include "Planets.h"
//-----------------------------------------------------------------
// Game Engine Functions
//-----------------------------------------------------------------
BOOL GameInitialize(HINSTANCE hInstance)
{
// Create the game engine
g_pGame = new GameEngine(hInstance, TEXT("Planets 2"),
TEXT("Planets 2"), IDI_PLANETS, IDI_PLANETS_SM, 600, 400);
if (g_pGame == NULL)
return FALSE;
// Set the frame rate
g_pGame->SetFrameRate(30);
// Store the instance handle
g_hInstance = hInstance;
return TRUE;
}
void GameStart(HWND hWindow)
{
// Seed the random number generator
srand(GetTickCount());
// Create the offscreen device context and bitmap
g_hOffscreenDC = CreateCompatibleDC(GetDC(hWindow));
g_hOffscreenBitmap = CreateCompatibleBitmap(GetDC(hWindow),
g_pGame->GetWidth(), g_pGame->GetHeight());
SelectObject(g_hOffscreenDC, g_hOffscreenBitmap);
// Create and load the bitmaps
HDC hDC = GetDC(hWindow);
g_pGalaxyBitmap = new Bitmap(hDC, IDB_GALAXY, g_hInstance);
g_pPlanetBitmap[0] = new Bitmap(hDC, IDB_PLANET1, g_hInstance);
g_pPlanetBitmap[1] = new Bitmap(hDC, IDB_PLANET2, g_hInstance);
g_pPlanetBitmap[2] = new Bitmap(hDC, IDB_PLANET3, g_hInstance);
// Create the planet sprites
RECT rcBounds = { 0, 0, 600, 400 };
Sprite* pSprite;
pSprite = new Sprite(g_pPlanetBitmap[0], rcBounds, BA_WRAP);
pSprite->SetVelocity(3, 2);
g_pGame->AddSprite(pSprite);
pSprite = new Sprite(g_pPlanetBitmap[1], rcBounds, BA_WRAP);
pSprite->SetVelocity(4, 1);
g_pGame->AddSprite(pSprite);
rcBounds.right = 200; rcBounds.bottom = 160;
pSprite = new Sprite(g_pPlanetBitmap[2], rcBounds, BA_BOUNCE);
pSprite->SetVelocity(-4, 2);
g_pGame->AddSprite(pSprite);
rcBounds.left = 400; rcBounds.top = 240;
rcBounds.right = 600; rcBounds.bottom = 400;
pSprite = new Sprite(g_pPlanetBitmap[2], rcBounds, BA_BOUNCE);
pSprite->SetVelocity(7, -3);
g_pGame->AddSprite(pSprite);
// Set the initial drag info
g_pDragSprite = NULL;
}
void GameEnd()
{
// Cleanup the offscreen device context and bitmap
DeleteObject(g_hOffscreenBitmap);
DeleteDC(g_hOffscreenDC);
// Cleanup the bitmaps
delete g_pGalaxyBitmap;
for (int i = 0; i < 3; i++)
delete g_pPlanetBitmap[i];
// Cleanup the sprites
g_pGame->CleanupSprites();
// Cleanup the game engine
delete g_pGame;
}
void GameActivate(HWND hWindow)
{
}
void GameDeactivate(HWND hWindow)
{
}
void GamePaint(HDC hDC)
{
// Draw the background galaxy
g_pGalaxyBitmap->Draw(hDC, 0, 0);
// Draw the sprites
g_pGame->DrawSprites(hDC);
}
void GameCycle()
{
// Update the sprites
g_pGame->UpdateSprites();
// Obtain a device context for repainting the game
HWND hWindow = g_pGame->GetWindow();
HDC hDC = GetDC(hWindow);
// Paint the game to the offscreen device context
GamePaint(g_hOffscreenDC);
// Blit the offscreen bitmap to the game screen
BitBlt(hDC, 0, 0, g_pGame->GetWidth(), g_pGame->GetHeight(),
g_hOffscreenDC, 0, 0, SRCCOPY);
// Cleanup
ReleaseDC(hWindow, hDC);
}
void HandleKeys()
{
}
void MouseButtonDown(int x, int y, BOOL bLeft)
{
// See if a planet was clicked with the left mouse button
if (bLeft && (g_pDragSprite == NULL))
{
if ((g_pDragSprite = g_pGame->IsPointInSprite(x, y)) != NULL)
{
// Capture the mouse
SetCapture(g_pGame->GetWindow());
// Simulate a mouse move to get started
MouseMove(x, y);
}
}
}
void MouseButtonUp(int x, int y, BOOL bLeft)
{
// Release the mouse
ReleaseCapture();
// Stop dragging
g_pDragSprite = NULL;
}
void MouseMove(int x, int y)
{
if (g_pDragSprite != NULL)
{
// Move the sprite to the mouse cursor position
g_pDragSprite->SetPosition(x - (g_pDragSprite->GetWidth() / 2),
y - (g_pDragSprite->GetHeight() / 2));
// Force a repaint to redraw the sprites
InvalidateRect(g_pGame->GetWindow(), NULL, FALSE);
}
}
void HandleJoystick(JOYSTATE jsJoystickState)
{
}
BOOL SpriteCollision(Sprite* pSpriteHitter, Sprite* pSpriteHittee)
{
// Swap the sprite velocities so that they appear to bounce
POINT ptSwapVelocity = pSpriteHitter->GetVelocity();
pSpriteHitter->SetVelocity(pSpriteHittee->GetVelocity());
pSpriteHittee->SetVelocity(ptSwapVelocity);
return TRUE;
}
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