?? demo12_1_16b.cpp
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// DEMO12_1_16b.CPP - fly brain demo
// 16-bit version, desktop must be in 16-bit mode!
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB, and of course
// T3DLIB1.CPP,T3DLIB2.CPP,T3DLIB3.CPP,
// INCLUDES ///////////////////////////////////////////////
#define INITGUID
#define WIN32_LEAN_AND_MEAN
#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 <dsound.h>
#include <dmksctrl.h>
#include <dmusici.h>
#include <dmusicc.h>
#include <dmusicf.h>
#include <dinput.h>
#include "T3DLIB1.h" // game library includes
#include "T3DLIB2.h"
#include "T3DLIB3.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "16-Bit Fly Brain Demo"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 16 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 1 // 0 not windowed, 1 windowed
// defines for flys
#define MAX_FLYS 128
// bounding box for flys
#define MIN_X_FLY 190
#define MAX_X_FLY 450
#define MIN_Y_FLY 350
#define MAX_Y_FLY 470
// 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
char buffer[80]; // used to print text
BITMAP_IMAGE background_bmp; // holds the background
BOB flys[MAX_FLYS]; // the flys
int fly_sound_id = -1; // sound id for fly sound
// 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);
// 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
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
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // initial x,y
WINDOW_WIDTH,WINDOW_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;
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
TRUE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// 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();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// T3D GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping variable
// initialize directdraw, very important that in the call
// to setcooperativelevel that the flag DDSCL_MULTITHREADED is used
// which increases the response of directX graphics to
// take the global critical section more frequently
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// load background image
Load_Bitmap_File(&bitmap16bit, "FLYBACK_24.BMP");
Create_Bitmap(&background_bmp,0,0,640,480,16);
Load_Image_Bitmap16(&background_bmp, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Unload_Bitmap_File(&bitmap16bit);
// load the fly bitmaps
Load_Bitmap_File(&bitmap16bit, "FLYS8_24.BMP");
// create master fly bob
Create_BOB(&flys[0],320,200, 8,8, 4, BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY, 0, 16);
Set_Anim_Speed_BOB(&flys[0], 1);
// load the fly in
for (index=0; index<4; index++)
Load_Frame_BOB16(&flys[0], &bitmap16bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL);
// unload flys
Unload_Bitmap_File(&bitmap16bit);
// now replicate flys
for (index = 1; index < MAX_FLYS; index++)
Clone_BOB(&flys[0], &flys[index]);
// now set all of their values
for (index=0; index<MAX_FLYS; index++)
{
// set positions
Set_Pos_BOB(&flys[index], 320-32+rand()%64, 450-rand()%32);
// set start frame randomly
flys[index].curr_frame = 0;
} // end for index
// initilize DirectSound
DSound_Init();
// load fly sound
fly_sound_id = DSound_Load_WAV("FLYS.WAV");
// start the sound
DSound_Play(fly_sound_id, DSBPLAY_LOOPING);
// 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
// shut everything down
// kill all the flys
for (int index=0; index<MAX_FLYS; index++)
Destroy_BOB(&flys[index]);
// shutdown directdraw last
DDraw_Shutdown();
// now directsound
DSound_Stop_All_Sounds();
DSound_Shutdown();
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
void Flys_AI(void)
{
// this function performs the AI for the flys
for (int curr_fly=0; curr_fly<MAX_FLYS; curr_fly++)
{
// test if fly directional counter <= 0
if (--flys[curr_fly].varsI[0] <= 0)
{
// select a new random directional velocity
flys[curr_fly].xv = -4 + rand()%9;
flys[curr_fly].yv = -4 + rand()%9;
// set time for motion to occur
flys[curr_fly].varsI[0] = 2+rand()%8;
} // end if
// move the fly
Move_BOB(&flys[curr_fly]);
// animate the fly
Animate_BOB(&flys[curr_fly]);
// test if fly has left the fresh meat
if (flys[curr_fly].x > MAX_X_FLY)
{
flys[curr_fly].xv=-flys[curr_fly].xv;
flys[curr_fly].x = MAX_X_FLY;
} // end if
if (flys[curr_fly].x < MIN_X_FLY)
{
flys[curr_fly].xv=-flys[curr_fly].xv;
flys[curr_fly].x = MIN_X_FLY;
} // end if
if (flys[curr_fly].y > MAX_Y_FLY)
{
flys[curr_fly].yv=-flys[curr_fly].yv;
flys[curr_fly].y = MAX_Y_FLY;
} // end if
if (flys[curr_fly].y < MIN_Y_FLY)
{
flys[curr_fly].yv=-flys[curr_fly].yv;
flys[curr_fly].y = MIN_Y_FLY;
} // end if
} // end for curr_fly
} // end Flys_AI
//////////////////////////////////////////////////////////
int Game_Main(void *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; // looping var
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE))
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
// stop all sounds
DSound_Stop_All_Sounds();
} // end if
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();
// draw background
Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);
// unlock back surface
DDraw_Unlock_Back_Surface();
// process the fly ai, move them buzz around dead bodies
Flys_AI();
// draw the flys
for (index=0; index < MAX_FLYS; index++)
Draw_BOB16(&flys[index], lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30ish fps
Wait_Clock(30);
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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