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Windows 游戏编程大师技巧第四章第9个例子

2009-01-08 23:54 691 查看
// DEMO4_9.CPP - Starfield demo based on T3D console

// INCLUDES ///////////////////////////////////////////////

#define WIN32_LEAN_AND_MEAN // just say no to MFC

#include <windows.h> // include important windows stuff

#include <windowsx.h>

#include <mmsystem.h>

#include <iostream.h> // include important C/C++ stuff

#include <conio.h>

#include <stdlib.h>

#include <malloc.h>

#include <memory.h>

#include <string.h>

#include <stdarg.h>

#include <stdio.h>

#include <math.h>

#include <io.h>

#include <fcntl.h>

// DEFINES ////////////////////////////////////////////////

// defines for windows

#define WINDOW_CLASS_NAME "WINCLASS1"

#define WINDOW_WIDTH 400

#define WINDOW_HEIGHT 300

// starfield defines

#define NUM_STARS 256

// MACROS /////////////////////////////////////////////////

#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)

#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// TYPES //////////////////////////////////////////////////

typedef struct STAR_TYP

{

int x,y; // position of star

int vel; // horizontal velocity of star

COLORREF col; // color of star

} STAR, *STAR_PTR;

// PROTOTYPES /////////////////////////////////////////////

void Erase_Stars(void);

void Draw_Stars(void);

void Move_Stars(void);

void Init_Stars(void);

// GLOBALS ////////////////////////////////////////////////

HWND main_window_handle = NULL; // globally track main window

HINSTANCE hinstance_app = NULL; // globally track hinstance

HDC global_dc = NULL; // tracks a global dc

char buffer[80]; // general printing buffer

STAR stars[256]; // holds the starfield

// FUNCTIONS //////////////////////////////////////////////

LRESULT CALLBACK WindowProc(HWND hwnd,

UINT msg,

WPARAM wparam,

LPARAM lparam)

{

// this is the main message handler of the system

PAINTSTRUCT ps; // used in WM_PAINT

HDC hdc; // handle to a device context

char buffer[80]; // used to print strings

// what is the message

switch(msg)

{

case WM_CREATE:

{

// do initialization stuff here

// return success

return(0);

} break;

case WM_PAINT:

{

// simply validate the window

hdc = BeginPaint(hwnd,&ps);

// end painting

EndPaint(hwnd,&ps);

// return success

return(0);

} break;

case WM_DESTROY:

{

// kill the application, this sends a WM_QUIT message

PostQuitMessage(0);

// return success

return(0);

} break;

default:break;

} // end switch

// process any messages that we didn't take care of

return (DefWindowProc(hwnd, msg, wparam, lparam));

} // end WinProc

///////////////////////////////////////////////////////////

void Init_Stars(void)

{

// this function initializes all the stars

for (int index=0; index < NUM_STARS; index++)

{

// select random position

stars[index].x = rand()%WINDOW_WIDTH;

stars[index].y = rand()%WINDOW_HEIGHT;

// set random velocity

stars[index].vel = 1 + rand()%16;

// set intensity which is inversely prop to velocity for 3D effect

// note, I am mixing equal amounts of RGB to make black -> bright white

int intensity = 15*(17 - stars[index].vel);

stars[index].col = RGB(intensity, intensity, intensity);

} // end for index

} // end Init_Stars

////////////////////////////////////////////////////////////

void Erase_Stars(void)

{

// this function erases all the stars

for (int index=0; index < NUM_STARS; index++)

SetPixel(global_dc, stars[index].x, stars[index].y, RGB(0,0,0));

} // end Erase_Stars

////////////////////////////////////////////////////////////

void Draw_Stars()

{

// this function draws all the stars

for (int index=0; index < NUM_STARS; index++)

SetPixel(global_dc, stars[index].x, stars[index].y, stars[index].col);

} // end Draw_Stars

////////////////////////////////////////////////////////////

void Move_Stars(void)

{

// this function moves all the stars and wraps them around the

// screen boundaries

for (int index=0; index < NUM_STARS; index++)

{

// move the star and test for edge

stars[index].x+=stars[index].vel;

if (stars[index].x >= WINDOW_WIDTH)

stars[index].x -= WINDOW_WIDTH;

} // end for index

} // end Move_Stars

////////////////////////////////////////////////////////////

int Game_Main(void *parms = NULL, int num_parms = 0)

{

// this is the main loop of the game, do all your processing

// here

// get the time

DWORD start_time = GetTickCount();

// erase the stars

Erase_Stars();

// move the stars

Move_Stars();

// draw the stars

Draw_Stars();

// lock to 30 fps

while((start_time - GetTickCount() < 33));

// for now test if user is hitting ESC and send WM_CLOSE

if (KEYDOWN(VK_ESCAPE))

SendMessage(main_window_handle,WM_CLOSE,0,0);

// return success or failure or your own return code here

return(1);

} // end Game_Main

////////////////////////////////////////////////////////////

int Game_Init(void *parms = NULL, int num_parms = 0)

{

// this is called once after the initial window is created and

// before the main event loop is entered, do all your initialization

// here

// first get the dc to the window

global_dc = GetDC(main_window_handle);

// initialize the star field here

Init_Stars();

// return success or failure or your own return code here

return(1);

} // end Game_Init

/////////////////////////////////////////////////////////////

int Game_Shutdown(void *parms = NULL, int num_parms = 0)

{

// this is called after the game is exited and the main event

// loop while is exited, do all you cleanup and shutdown here

// release the global dc

ReleaseDC(main_window_handle, global_dc);

// return success or failure or your own return code here

return(1);

} // end Game_Shutdown

// WINMAIN ////////////////////////////////////////////////

int WINAPI WinMain( HINSTANCE hinstance,

HINSTANCE hprevinstance,

LPSTR lpcmdline,

int ncmdshow)

{

WNDCLASSEX winclass; // this will hold the class we create

HWND hwnd; // generic window handle

MSG msg; // generic message

HDC hdc; // graphics device context

// first fill in the window class stucture

winclass.cbSize = sizeof(WNDCLASSEX);

winclass.style = CS_DBLCLKS | CS_OWNDC |

CS_HREDRAW | CS_VREDRAW;

winclass.lpfnWndProc = WindowProc;

winclass.cbClsExtra = 0;

winclass.cbWndExtra = 0;

winclass.hInstance = hinstance;

winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);

winclass.hCursor = LoadCursor(NULL, IDC_ARROW);

winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);

winclass.lpszMenuName = NULL;

winclass.lpszClassName = WINDOW_CLASS_NAME;

winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);

// save hinstance in global

hinstance_app = hinstance;

// register the window class

if (!RegisterClassEx(&winclass))

return(0);

// create the window

if (!(hwnd = CreateWindowEx(NULL, // extended style

WINDOW_CLASS_NAME, // class

"T3D Game Console Star Demo", // title

WS_OVERLAPPEDWINDOW | WS_VISIBLE,

0,0, // initial x,y

400,300, // initial width, height

NULL, // handle to parent

NULL, // handle to menu

hinstance,// instance of this application

NULL))) // extra creation parms

return(0);

// save main window handle

main_window_handle = hwnd;

// initialize game here

Game_Init();

// enter main event loop

while(TRUE)

{

// test if there is a message in queue, if so get it

if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))

{

// test if this is a quit

if (msg.message == WM_QUIT)

break;

// translate any accelerator keys

TranslateMessage(&msg);

// send the message to the window proc

DispatchMessage(&msg);

} // end if

// main game processing goes here

Game_Main();

} // end while

// closedown game here

Game_Shutdown();

// return to Windows like this

return(msg.wParam);

} // end WinMain

///////////////////////////////////////////////////////////

终于看见,类似游戏的界面了.令我激动不已.
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