?? demo13_2.cpp
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// DEMO13_2.CPP - acceleration demo
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB, and of course the T3DLIB files
// 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
#define WINDOW_WIDTH 320 // size of window
#define WINDOW_HEIGHT 240
// defines for rocket
#define ROCKET_STATE_ON_PAD 0
#define ROCKET_STATE_IN_FLIGHT 1
// 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 rocket; // the rocket
int sound_id = -1; // general 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
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
"Accleration Demo", // title
WS_POPUP | WS_VISIBLE,
0,0, // x,y
WINDOW_WIDTH, // width
WINDOW_HEIGHT, // height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// 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();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping varsIable
char filename[80]; // used to build up filenames
// seed random number generate
srand(Start_Clock());
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// load background image
Load_Bitmap_File(&bitmap8bit, "GANTRY.BMP");
Create_Bitmap(&background_bmp,0,0,640,480);
Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Set_Palette(bitmap8bit.palette);
Unload_Bitmap_File(&bitmap8bit);
// load the bitmaps
Load_Bitmap_File(&bitmap8bit, "ROCKET8.BMP");
// create bob
Create_BOB(&rocket,312,420,24,80,3,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
// set animation speed
Set_Anim_Speed_BOB(&rocket, 2);
// load the bob in
for (index=0; index < 3; index++)
Load_Frame_BOB(&rocket, &bitmap8bit, index, index,0,BITMAP_EXTRACT_MODE_CELL);
// set animation state to on pad
rocket.anim_state = ROCKET_STATE_ON_PAD;
// use varsI[0] to hold acceleration mode, set to on
rocket.varsI[0] = 1; // -1 is off
// use varsF[0,1] to hold the velocity and acceleration
rocket.varsF[0] = 0; // initial velocity
rocket.varsF[1] = 0.2; // initial acceleration 0.2 pixel/frame^2
// unload bitmap image
Unload_Bitmap_File(&bitmap8bit);
// initialize directinput
DInput_Init();
// acquire the keyboard only
DInput_Init_Keyboard();
// initilize DirectSound
DSound_Init();
// load background sounds
sound_id = DSound_Load_WAV("ROCKET.WAV");
// set clipping rectangle to screen extents so objects dont
// 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);
// 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 bobs
Destroy_BOB(&rocket);
// shutdown directdraw last
DDraw_Shutdown();
// now directsound
DSound_Stop_All_Sounds();
DSound_Shutdown();
// shut down directinput
DInput_Shutdown();
// return success
return(1);
} // end Game_Shutdown
//////////////////////////////////////////////////////////
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
static int debounce_a = 0; // used to debounce acceleration toggle key
// 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_Bitmap(&background_bmp, back_buffer, back_lpitch,0);
// unlock back surface
DDraw_Unlock_Back_Surface();
// read keyboard
DInput_Read_Keyboard();
// test if user is toggling acceleration control
if (keyboard_state[DIK_A] && !debounce_a)
{
// toggle acceleration
rocket.varsI[0] = -rocket.varsI[0];
// debounce key, so it doesn't toggle 60 times!
debounce_a = 1;
} // end if
if (!keyboard_state[DIK_A])
debounce_a = 0;
// test if user is changing acceleration
if (keyboard_state[DIK_DOWN])
{
// decrease acceleration factor
if ((rocket.varsF[1]-=0.1) < 0)
rocket.varsF[1] = 0.1;
} // end if
else
if (keyboard_state[DIK_UP])
{
// increase acceleration factor
rocket.varsF[1]+=0.1;
} // end if
// test if player is firing rocket
if (keyboard_state[DIK_SPACE] && rocket.anim_state == ROCKET_STATE_ON_PAD)
{
// fire the rocket
rocket.anim_state = ROCKET_STATE_IN_FLIGHT;
// start sound
DSound_Play(sound_id, 0);
} // end if
// test state of rocket
if (rocket.anim_state == ROCKET_STATE_ON_PAD)
{
// make sure there is no animation and frame is 0
rocket.curr_frame = 0;
} // end if
else // rocket is in flight
{
// animate the rocket
Animate_BOB(&rocket);
// move the rocket
// update the position with the current velocity
rocket.y-=(int)(rocket.varsF[0]+0.5);
// update velocity with acceleration (if acceleration is on)
if (rocket.varsI[0]==1)
rocket.varsF[0]+=rocket.varsF[1];
// test if the rocket has moved off the screen
if (rocket.y < -4*rocket.height)
{
// reset everything
rocket.anim_state = ROCKET_STATE_ON_PAD;
rocket.curr_frame = 0;
rocket.varsF[0] = 0;
// reset position
Set_Pos_BOB(&rocket, 312, 420);
// turn sound off
DSound_Stop_All_Sounds();
} // end if
} // end else
// draw the rocket
Draw_BOB(&rocket, lpddsback);
// draw the title
Draw_Text_GDI("ACCELERATION DEMO - Space to Launch, Arrows to Change Acceleration.",10, 10,RGB(0,255,255), lpddsback);
// draw information
// first acceleration mode
if (rocket.varsI[0]==1)
sprintf(buffer, "Acceleration is ON");
else
sprintf(buffer, "Acceleration is OFF");
Draw_Text_GDI(buffer,10,25,RGB(0,255,0), lpddsback);
// now current velocity
sprintf(buffer, "Velocity = %f pixels/frame",rocket.varsF[0]);
Draw_Text_GDI(buffer,10,40,RGB(0,255,0), lpddsback);
// and acceleration
sprintf(buffer, "Acceleration = %f pixels/frame^2",rocket.varsF[1]);
Draw_Text_GDI(buffer,10,55,RGB(0,255,0), lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
// stop all sounds
DSound_Stop_All_Sounds();
// do a screen transition
Screen_Transitions(SCREEN_BLUENESS,NULL,0);
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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