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📄 mygameview.cpp

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// MyGameView.cpp : implementation of the CMyGameView class
//

#include "stdafx.h"
#include "MyGame.h"

#include "MyGameDoc.h"
#include "MyGameView.h"

#include "GameIntro.h"
#include "GameSection.h"
#include "GameSession.h"
#include "GameIntro.h"
#include "Audio.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

#ifdef _WIN32
#define drand48() (((float) rand())/((float) RAND_MAX))
#define srand48(x) (srand((x)))
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
/////////////////////////////////////////////////////////////////////////////
// CMyGameView

IMPLEMENT_DYNCREATE(CMyGameView, CView)

BEGIN_MESSAGE_MAP(CMyGameView, CView)
	//{{AFX_MSG_MAP(CMyGameView)
	ON_WM_CREATE()
	ON_WM_DESTROY()
	ON_WM_SIZE()
	ON_WM_TIMER()
	ON_WM_KEYDOWN()
	ON_WM_KEYUP()
	//}}AFX_MSG_MAP
	// Standard printing commands
	ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMyGameView construction/destruction
	CGameSection* Game;
	CGameSession GS;
	CGameIntro GI;
	bool AudioFlag=true;
	LPAUDIOWAVE lpWaveFire;
	LPAUDIOWAVE lpWaveShipExp;
	LPAUDIOWAVE lpWaveExp;
	LPAUDIOMODULE lpModule;
	HAC hVoiceFire; 
	HAC hVoiceExp[3]; 

CMyGameView::CMyGameView()
{
	// TODO: add construction code here

}

CMyGameView::~CMyGameView()
{
}

BOOL CMyGameView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs
////////////////////////////////////////////////////////////////
//设置窗口类型
	cs.style |=WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
////////////////////////////////////////////////////////////////
	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CMyGameView drawing

void CMyGameView::OnDraw(CDC* pDC)
{
	CMyGameDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
	RenderScene();	//渲染场景
//////////////////////////////////////////////////////////////////

}

/////////////////////////////////////////////////////////////////////////////
// CMyGameView printing

BOOL CMyGameView::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CMyGameView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CMyGameView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CMyGameView diagnostics

#ifdef _DEBUG
void CMyGameView::AssertValid() const
{
	CView::AssertValid();
}

void CMyGameView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CMyGameDoc* CMyGameView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyGameDoc)));
	return (CMyGameDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CMyGameView message handlers

int CMyGameView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// TODO: Add your specialized creation code here
//////////////////////////////////////////////////////////////////
//初始化OpenGL和设置定时器
	m_pDC = new CClientDC(this);
	SetTimer(1, 20, NULL);
	InitializeOpenGL(m_pDC);
//////////////////////////////////////////////////////////////////
	if(AudioFlag) AudioSetup();
	TimerFlag=true;
    srand48(time(NULL));
	Game=&GI;	
	Game->Init();	
	return 0;
}

void CMyGameView::OnDestroy() 
{
	CView::OnDestroy();
	
	// TODO: Add your message handler code here
/////////////////////////////////////////////////////////////////
//删除调色板和渲染上下文、定时器
	::wglMakeCurrent(0,0);
	::wglDeleteContext( m_hRC);
	if (m_hPalette)
	    DeleteObject(m_hPalette);
	if ( m_pDC )
	{
		delete m_pDC;
	}
	KillTimer(1);		
/////////////////////////////////////////////////////////////////
	if(AudioFlag) AudioEnd();	
}

void CMyGameView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
	// TODO: Add your message handler code here
/////////////////////////////////////////////////////////////////
//添加窗口缩放时的图形变换函数
	glViewport(0,0,cx,cy);
/////////////////////////////////////////////////////////////////
	ScreenW=cx;
	ScreenH=cy;
	Game->Reshape(cx,cy);	
}

void CMyGameView::OnTimer(UINT nIDEvent) 
{
	// TODO: Add your message handler code here and/or call default
/////////////////////////////////////////////////////////////////
//添加定时器响应函数和场景更新函数
	Invalidate(FALSE);	
/////////////////////////////////////////////////////////////////
	
	CView::OnTimer(nIDEvent);
}

/////////////////////////////////////////////////////////////////////
//	                  设置逻辑调色板
//////////////////////////////////////////////////////////////////////
void CMyGameView::SetLogicalPalette(void)
{
    struct
    {
        WORD Version;
        WORD NumberOfEntries;
        PALETTEENTRY aEntries[256];
    } logicalPalette = { 0x300, 256 };

	BYTE reds[] = {0, 36, 72, 109, 145, 182, 218, 255};
	BYTE greens[] = {0, 36, 72, 109, 145, 182, 218, 255};
	BYTE blues[] = {0, 85, 170, 255};

    for (int colorNum=0; colorNum<256; ++colorNum)
    {
        logicalPalette.aEntries[colorNum].peRed =
            reds[colorNum & 0x07];
        logicalPalette.aEntries[colorNum].peGreen =
            greens[(colorNum >> 0x03) & 0x07];
        logicalPalette.aEntries[colorNum].peBlue =
            blues[(colorNum >> 0x06) & 0x03];
        logicalPalette.aEntries[colorNum].peFlags = 0;
    }

    m_hPalette = CreatePalette ((LOGPALETTE*)&logicalPalette);
}


//////////////////////////////////////////////////////////
//						初始化openGL场景
//////////////////////////////////////////////////////////
BOOL CMyGameView::InitializeOpenGL(CDC* pDC)
{
	m_pDC = pDC;
	SetupPixelFormat();
	//生成绘制描述表
	m_hRC = ::wglCreateContext(m_pDC->GetSafeHdc());
	//置当前绘制描述表
	::wglMakeCurrent(m_pDC->GetSafeHdc(), m_hRC);

	return TRUE;
}

//////////////////////////////////////////////////////////
//						设置像素格式
//////////////////////////////////////////////////////////
BOOL CMyGameView::SetupPixelFormat()
{
	PIXELFORMATDESCRIPTOR pfd = { 
	    sizeof(PIXELFORMATDESCRIPTOR),    // pfd结构的大小 
	    1,                                // 版本号 
	    PFD_DRAW_TO_WINDOW |              // 支持在窗口中绘图 
	    PFD_SUPPORT_OPENGL |              // 支持 OpenGL 
	    PFD_DOUBLEBUFFER,                 // 双缓存模式 
	    PFD_TYPE_RGBA,                    // RGBA 颜色模式 
	    24,                               // 24 位颜色深度 
	    0, 0, 0, 0, 0, 0,                 // 忽略颜色位 
	    0,                                // 没有非透明度缓存 
	    0,                                // 忽略移位位 
	    0,                                // 无累加缓存 
	    0, 0, 0, 0,                       // 忽略累加位 
	    32,                               // 32 位深度缓存     
	    0,                                // 无模板缓存 
	    0,                                // 无辅助缓存 
	    PFD_MAIN_PLANE,                   // 主层 
	    0,                                // 保留 
	    0, 0, 0                           // 忽略层,可见性和损毁掩模 
	}; 	
	int pixelformat;
	pixelformat = ::ChoosePixelFormat(m_pDC->GetSafeHdc(), &pfd);//选择像素格式
	::SetPixelFormat(m_pDC->GetSafeHdc(), pixelformat, &pfd);	//设置像素格式
	if(pfd.dwFlags & PFD_NEED_PALETTE)
		SetLogicalPalette();	//设置逻辑调色板
	return TRUE;
}



//////////////////////////////////////////////////////////
//						场景绘制与渲染
//////////////////////////////////////////////////////////
BOOL CMyGameView::RenderScene() 
{
	static int lasttime;
	int dt,nt;
	dt=glutGet(GLUT_ELAPSED_TIME)-lasttime;
	lasttime=glutGet(GLUT_ELAPSED_TIME);

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glutGet(GLUT_ELAPSED_TIME);
	Game->Update(dt);
	nt=Game->Draw();
	float fps=m_Utility.FPS(dt);

	glColor3f(1,0,0);
	m_Utility.glPrintf(ScreenW,ScreenH,10,10,0,10,"FPS %7.1f TRI %8i TRI/SEC %8.0f\n",fps,nt,nt*fps);

	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区
	return TRUE;
}

void CMyGameView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) 
{
	// TODO: Add your message handler code here and/or call default
	Game->KeyDown(nChar);
	Invalidate(FALSE);	
	CView::OnKeyDown(nChar, nRepCnt, nFlags);
}

void CMyGameView::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags) 
{
	// TODO: Add your message handler code here and/or call default
	Game->KeyUp(nChar);		
	CView::OnKeyUp(nChar, nRepCnt, nFlags);
}

void CMyGameView::AudioSetup()
{
	AUDIOINFO info;
	
	// 初始化音频库
	AInitialize();
	// 打开音频设备
	info.nDeviceId = AUDIO_DEVICE_MAPPER;
	info.wFormat = AUDIO_FORMAT_16BITS | AUDIO_FORMAT_STEREO;
	info.nSampleRate = 44100;
	AOpenAudio(&info);

	// 装入音频组件和声音文件
	ALoadModuleFile("data/intro.xm", &lpModule, 0);
	ALoadWaveFile("data/fire.wav", &lpWaveFire, 0);
	ALoadWaveFile("data/explode.wav", &lpWaveExp, 0);
	ALoadWaveFile("data/shipexplode.wav", &lpWaveShipExp, 0);
	assert(lpModule && lpWaveFire && lpWaveExp);
	// 打开音频组件的声音
	AOpenVoices(lpModule->nTracks + 4);
	// 通过声音播放
	ACreateAudioVoice(&hVoiceFire);
	ACreateAudioVoice(&(hVoiceExp[0]));
	ACreateAudioVoice(&(hVoiceExp[1]));
	ACreateAudioVoice(&(hVoiceExp[2]));
    
	assert(hVoiceFire && hVoiceFire); 

}

void CMyGameView::AudioEnd()
{
	AStopVoice(hVoiceFire);
	AStopVoice(hVoiceExp[0]);
	AStopVoice(hVoiceExp[1]);
	AStopVoice(hVoiceExp[2]);
	ADestroyAudioVoice(hVoiceFire);
	ADestroyAudioVoice(hVoiceExp[0]);
	ADestroyAudioVoice(hVoiceExp[1]);
	ADestroyAudioVoice(hVoiceExp[2]);
    
	// 停止播放声音组件
	AStopModule();
	ACloseVoices();

	// 释放波形文件和声音组件
	AFreeWaveFile(lpWaveExp);
	AFreeWaveFile(lpWaveFire);
	AFreeModuleFile(lpModule);

	// 关闭音频设备
	ACloseAudio();
}

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