?? freakout.cpp
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// FREAKOUT.CPP - break game demo
// INCLUDES ///////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // include all macros
#define INITGUID // include all GUIDs
#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>
#include <ddraw.h> // directX includes
#include "blackbox.h" // game library includes
// DEFINES ////////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
// states for game loop
#define GAME_STATE_INIT 0
#define GAME_STATE_START_LEVEL 1
#define GAME_STATE_RUN 2
#define GAME_STATE_SHUTDOWN 3
#define GAME_STATE_EXIT 4
// block defines
#define NUM_BLOCK_ROWS 6
#define NUM_BLOCK_COLUMNS 8
#define BLOCK_WIDTH 64
#define BLOCK_HEIGHT 16
#define BLOCK_ORIGIN_X 8
#define BLOCK_ORIGIN_Y 8
#define BLOCK_X_GAP 80
#define BLOCK_Y_GAP 32
// paddle defines
#define PADDLE_START_X (SCREEN_WIDTH/2 - 16)
#define PADDLE_START_Y (SCREEN_HEIGHT - 32);
#define PADDLE_WIDTH 32
#define PADDLE_HEIGHT 8
#define PADDLE_COLOR 191
// ball defines
#define BALL_START_Y (SCREEN_HEIGHT/2)
#define BALL_SIZE 4
// PROTOTYPES /////////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// GLOBALS ////////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
int game_state = GAME_STATE_INIT; // starting state
int paddle_x = 0, paddle_y = 0; // tracks position of paddle
int ball_x = 0, ball_y = 0; // tracks position of ball
int ball_dx = 0, ball_dy = 0; // velocity of ball
int score = 0; // the score
int level = 1; // the current level
int blocks_hit = 0; // tracks number of blocks hit
// this contains the game grid data
UCHAR blocks[NUM_BLOCK_ROWS][NUM_BLOCK_COLUMNS];
// 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
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);
// the window is now validated
// end painting
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
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
// WINMAIN ////////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
// this is the winmain function
WNDCLASS winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // generic dc
PAINTSTRUCT ps; // generic paintstruct
// first fill in the window class stucture
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;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window, note the use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"WIN3D Game Console", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
GetSystemMetrics(SM_CXSCREEN), // intial width
GetSystemMetrics(SM_CYSCREEN), // initial height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// hide mouse
ShowCursor(FALSE);
// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance = hinstance;
// perform all game console specific initialization
Game_Init();
// enter main event loop
while(1)
{
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
// shutdown game and release all resources
Game_Shutdown();
// show mouse
ShowCursor(TRUE);
// return to Windows like this
return(msg.wParam);
} // end WinMain
// T3DX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////////
void Init_Blocks(void)
{
// initialize the block field
for (int row=0; row < NUM_BLOCK_ROWS; row++)
for (int col=0; col < NUM_BLOCK_COLUMNS; col++)
blocks[row][col] = row*16+col*3+16;
} // end Init_Blocks
///////////////////////////////////////////////////////////////
void Draw_Blocks(void)
{
// this function draws all the blocks in row major form
int x1 = BLOCK_ORIGIN_X, // used to track current position
y1 = BLOCK_ORIGIN_Y;
// draw all the blocks
for (int row=0; row < NUM_BLOCK_ROWS; row++)
{
// reset column position
x1 = BLOCK_ORIGIN_X;
// draw this row of blocks
for (int col=0; col < NUM_BLOCK_COLUMNS; col++)
{
// draw next block (if there is one)
if (blocks[row][col]!=0)
{
// draw block
Draw_Rectangle(x1-4,y1+4,
x1+BLOCK_WIDTH-4,y1+BLOCK_HEIGHT+4,0);
Draw_Rectangle(x1,y1,x1+BLOCK_WIDTH,
y1+BLOCK_HEIGHT,blocks[row][col]);
} // end if
// advance column position
x1+=BLOCK_X_GAP;
} // end for col
// advance to next row position
y1+=BLOCK_Y_GAP;
} // end for row
} // end Draw_Blocks
///////////////////////////////////////////////////////////////
void Process_Ball(void)
{
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