?? demo8_12.cpp
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// DEMO8_12.CPP - Sparse universe scrolling demo
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
// you must #define INITGUID if not done elsewhere
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <objbase.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 "T3DLIB1.H"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
#define BITMAP_ID 0x4D42 // universal id for a bitmap
#define MAX_COLORS_PALETTE 256
// size of universe, could be anything
#define MAX_UNIVERSE_X 6400
#define MAX_UNIVERSE_Y 4800
#define NUM_OBJECTS_UNIVERSE 256 // number of objects in the universe
// used to flag type of object
#define GENERATOR_OBJ 0
#define BEACON_OBJ 1
#define ALIEN_OBJ 2
// TYPES ///////////////////////////////////////////////////
// need something to hold each object
typedef struct SPARSE_OBJ_TYP
{
int type; // type of object: beacon, generator, or alien
// could have just used a bob_ptr here, but I like
// doing this the hard way so you can exactly what's happening
int x,y; // position of object
} SPARSE_OBJ, *SPARSE_OBJ_PTR;
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL, int num_parms = 0);
int Game_Shutdown(void *parms=NULL, int num_parms = 0);
int Game_Main(void *parms=NULL, int num_parms = 0);
// GLOBALS ////////////////////////////////////////////////
// windows vars
HWND main_window_handle = NULL; // globally track main window
int window_closed = 0; // tracks if window is closed
HINSTANCE main_instance = NULL; // globally track hinstance
char buffer[80]; // used to print text
BOB generator, // the generator BOB
alien, // a little alien ship BOB
beacon; // a beacon BOB
int world_x = 0, // current position of viewing window
world_y = 0;
SPARSE_OBJ world[NUM_OBJECTS_UNIVERSE]; // our world consists of 256 objects randomly placed in the universe
// that is 10x10
// PROTOTYPES //////////////////////////////////////////////
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
// 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
main_instance = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"DirectDraw 8-Bit Sparse crolling Demo", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
SCREEN_WIDTH,SCREEN_HEIGHT, // 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
// GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms, int num_parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping var
char filename[80]; // used to build up files names
// initialize directdraw
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// load in the generator bob image
Load_Bitmap_File(&bitmap8bit, "GENS4.BMP");
// set the palette to the palette of the generators
Set_Palette(bitmap8bit.palette);
// create the generator bob
if (!Create_BOB(&generator,0,0,72,84,4,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY))
return(0);
// load each bitmap into the generator BOB object
for (index = 0; index < 4; index++)
Load_Frame_BOB(&generator,&bitmap8bit,index,index%4,index/4,BITMAP_EXTRACT_MODE_CELL);
// set up stating state of bob
Set_Animation_BOB(&generator, 0);
Set_Anim_Speed_BOB(&generator, 4);
// unload the map bitmap
Unload_Bitmap_File(&bitmap8bit);
// load in the alien bob image
Load_Bitmap_File(&bitmap8bit, "ALIENS0.BMP");
// create the alien bob
if (!Create_BOB(&alien,0,0,56,30,8,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY))
return(0);
// load each bitmap into the alien BOB object
for (index = 0; index < 8; index++)
Load_Frame_BOB(&alien,&bitmap8bit,index,index%5,index/5,BITMAP_EXTRACT_MODE_CELL);
// set up stating state of bob
Set_Animation_BOB(&alien, 0);
Set_Anim_Speed_BOB(&alien, 4);
// unload the bitmap
Unload_Bitmap_File(&bitmap8bit);
// load in the beacon bob image
Load_Bitmap_File(&bitmap8bit, "PIPE0.BMP");
// create the alien bob
if (!Create_BOB(&beacon,0,0,42,36,8,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY))
return(0);
// load each bitmap into the beacon BOB object
for (index = 0; index < 8; index++)
Load_Frame_BOB(&beacon,&bitmap8bit,index,index%6,index/6,BITMAP_EXTRACT_MODE_CELL);
// set up stating state of bob
Set_Animation_BOB(&beacon, 0);
Set_Anim_Speed_BOB(&beacon, 4);
// unload the bitmap
Unload_Bitmap_File(&bitmap8bit);
// set clipping rectangle to screen extents so mouse cursor
// doens't mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);
// hide the mouse
ShowCursor(FALSE);
// now generate the sparse universe
for (index = 0; index < NUM_OBJECTS_UNIVERSE; index++)
{
// set random position
world[index].x = rand()%MAX_UNIVERSE_X;
world[index].y = rand()%MAX_UNIVERSE_Y;
// set type
world[index].type = rand()%3; // 0, 1, 2 generator, alien, beacon
} // end for index
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms, int num_parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// kill objects
Destroy_BOB(&alien);
Destroy_BOB(&generator);
Destroy_BOB(&beacon);
// shutdonw directdraw
DDraw_Shutdown();
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int Game_Main(void *parms, int num_parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index, index_x, index_y; // looping vars
int screen_x, screen_y; // screen coords
int width, height, type; // used to extract bob info
int x0,y0,x1,y1; // used to compute the upper left and lower right corners of each object
int visible = 0; // number of visible objects
BOB_PTR object_ptr; // the object that is going to be rendered
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// check for movement (scrolling)
if (KEY_DOWN(VK_RIGHT))
{
if ((world_x+=8) >= 5760)
world_x = 5760-1;
} // end if
else
if (KEY_DOWN(VK_LEFT))
{
if ((world_x-=8) < 0)
world_x = 0;
} // end if
if (KEY_DOWN(VK_UP))
{
if ((world_y-=8) < 0)
world_y = 0;
} // end if
else
if (KEY_DOWN(VK_DOWN))
{
if ((world_y+=8) >= 4320)
world_y = 4320-1;
} // end if
// based on current world position which defines the viewport, i.e,
// world_x, world_y to world_x+640-1, world_y+480-1, scan the object list
// determine any object in that region translate it to screen coords and render it
for (index = 0, visible = 0; index < NUM_OBJECTS_UNIVERSE; index++)
{
// get the object position
y0 = world[index].y;
// now translate to screen coords, could have done above, but clearer
x0 = x0 - world_x;
y0 = y0 - world_y;
// get type, so we can compute size
type = world[index].type;
// compute size
switch(type)
{
case GENERATOR_OBJ:
{
// get size of this object
width = generator.width;
height = generator.height;
// point to it to render it easier without another switch
object_ptr = &generator;
} break;
case BEACON_OBJ:
{
// get size of this object
width = beacon.width;
height = beacon.height;
// point to it to render it easier without another switch
object_ptr = &beacon;
} break;
case ALIEN_OBJ:
{
// get size of this object
width = alien.width;
height = alien.height;
// point to it to render it easier without another switch
object_ptr = &alien;
} break;
default: break;
} // end switch
// compute extents based on width,height
x1 = x0 + width - 1;
y1 = y0 + height - 1;
// do clip trivial clip
if ( (x0 >= SCREEN_WIDTH) || (x1 < 0) || (y0 >= SCREEN_HEIGHT) || (y1 < 0))
continue; // don't need to render this one
else
{
// render this object
object_ptr->x = x0;
object_ptr->y = y0;
Draw_BOB(object_ptr, lpddsback);
visible++;
} // end else
} // end for index
// animate all the bobs
Animate_BOB(&generator);
Animate_BOB(&beacon);
Animate_BOB(&alien);
// draw some info
Draw_Text_GDI("USE ARROW KEYS TO MOVE, <ESC> to Exit.",8,8,RGB(0,255,0),lpddsback);
sprintf(buffer,"World Position = [%d, %d] Objects Visible = %d, Objects Clipped = %d ", world_x, world_y, visible, 256 - visible);
Draw_Text_GDI(buffer,8,screen_height - 32,RGB(0,255,0),lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 fps
Wait_Clock(30);
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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