?? game.cpp
字號:
// Game.cpp: implementation of the CGame class.
//
//////////////////////////////////////////////////////////////////////
#include <stdio.h>
#include "Game.h"
#include "Plane.h"
#include "resource.h"
#define SCREEN_W 640
#define SCREEN_H 480
#define OFFSETX 100
#define OFFSETY 48
#define PLAYER1_STARTX 130
#define PLAYER1_STARTY 386
#define PLAYER2_STARTX 258
#define PLAYER2_STARTY 386
#define SAFE_RELEASE(x) if(x){ x->Release(); x = NULL; }
CGame* g_pGame;
inline int random( int min, int max )
{
return (min + rand() % (max - min + 1));
}
void TRACE( LPCTSTR format, ... )
{
char buf[128];
va_list vl;
va_start(vl, format);
sprintf(buf, format, vl);
OutputDebugString( buf );
va_end(vl);
}
void CGame::OutputText( int x, int y, LPCTSTR string )
{
HDC hdc;
if( m_pddsBackBuffer &&
m_pddsBackBuffer->GetDC(&hdc) == DD_OK )
{
SetBkMode( hdc, TRANSPARENT );
SetTextColor( hdc, RGB(255,255,0) );
TextOut( hdc, x, y, string, lstrlen(string) );
m_pddsBackBuffer->ReleaseDC( hdc );
}
}
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CGame::CGame()
{
m_hInst = NULL;
m_hWnd = NULL;
m_bActive = FALSE;
m_bShowStats = FALSE;
m_bFullScreen = TRUE;
m_bSingle = TRUE;
m_pDD = NULL;
m_pddsFrontBuffer = NULL;
m_pddsBackBuffer = NULL;
g_pGame = this;
}
CGame::~CGame()
{
}
LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
if( g_pGame )
return g_pGame->MsgProc( hWnd, uMsg, wParam, lParam );
return DefWindowProc( hWnd, uMsg, wParam, lParam );
}
LRESULT CGame::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
switch( uMsg )
{
case WM_ACTIVATEAPP:
if( m_bActive = (BOOL)wParam )
m_DirectInput.Acquire();
return 0;
case WM_SETCURSOR:
if( m_bFullScreen )
{
SetCursor( NULL );
return TRUE;
}
break;
case WM_CLOSE:
PostQuitMessage(0);
return 0;
case WM_MOVE:
m_bActive = TRUE;
GetClientRect( hWnd, &m_rcWindow );
ClientToScreen( hWnd, (LPPOINT)&m_rcWindow );
ClientToScreen( hWnd, (LPPOINT)&m_rcWindow + 1 );
return 0;
case WM_MOVING:
m_bActive = FALSE;
break;
case WM_KEYDOWN:
switch( wParam )
{
case VK_ESCAPE:
if( m_gameState == GS_ACTIVE )
m_gameState = GS_SPLASH;
else if( m_gameState == GS_SPLASH )
PostQuitMessage(0);
else if( m_gameState == GS_OVER )
m_gameState = GS_SPLASH;
break;
case VK_F4:
DDTerm();
m_bFullScreen = !m_bFullScreen;
DDInit();
return 0;
case VK_F5:
m_bShowStats = !m_bShowStats;
return 0;
case VK_F6:
m_plane.Protect();
return 0;
case VK_F7:
m_plane.Unprotect();
return 0;
case VK_F8:
m_plane.Bare();
return 0;
case VK_F9:
m_bEnemyLocked = TRUE;
m_lockTime = timeGetTime();
return 0;
case VK_DOWN:
case VK_UP:
if( m_gameState == GS_SPLASH )
{
m_bSingle = !m_bSingle;
return 0;
}
break;
case VK_PRIOR:
if( m_gameState == GS_ACTIVE && m_nLevel > 1 )
{
m_nLevel --;
InitLevel();
}
break;
case VK_NEXT:
if( m_gameState == GS_ACTIVE )
{
m_nLevel ++;
InitLevel();
}
break;
case VK_RETURN:
if( m_gameState == GS_SPLASH )
{
ResetGame();
return 0;
}
else if( m_gameState == GS_ACTIVE && !m_bSingle )
{
if( m_player[0].m_nLife > 1 &&
m_player[1].m_nLife <= 0 )
{
m_player[0].m_nLife --;
m_player[1].m_nLife = 1;
ResetPlayer( m_player[1] );
}
else if( m_player[1].m_nLife > 1 &&
m_player[0].m_nLife <= 0 )
{
m_player[1].m_nLife --;
m_player[0].m_nLife = 1;
ResetPlayer( m_player[0] );
}
}
break;
}
break;
}
return DefWindowProc( hWnd, uMsg, wParam, lParam );
}
BOOL CGame::Initialize( HINSTANCE hInst )
{
m_hInst = hInst;
if( !InitApplication() ||
!DDInit() ||
!InitGame() )
{
DDTerm();
return FALSE;
}
return TRUE;
}
BOOL CGame::InitApplication()
{
char szClassName[] = "BATTLECITY";
char szTitle[] = "Battle City";
WNDCLASS wc;
wc.hInstance = m_hInst;
wc.lpszClassName = szClassName;
wc.lpfnWndProc = WndProc;
wc.style = CS_DBLCLKS;
wc.hIcon = LoadIcon( m_hInst, MAKEINTRESOURCE(IDI_TANK) );
wc.hCursor = LoadCursor( NULL, IDC_ARROW );
wc.lpszMenuName = NULL;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
if( !RegisterClass( &wc ) )
{
TRACE( "Error In RegisterClassEx\n" );
return FALSE;
}
m_hWnd = CreateWindow( szClassName,
szTitle,
WS_OVERLAPPED | WS_MINIMIZEBOX | WS_SYSMENU,
CW_USEDEFAULT,
CW_USEDEFAULT,
646, 505,
NULL,
NULL,
m_hInst,
NULL );
if( !m_hWnd )
{
TRACE( "Error In CreateWindow\n" );
return FALSE;
}
UpdateWindow( m_hWnd );
ShowWindow( m_hWnd, SW_NORMAL );
return TRUE;
}
int CGame::Run()
{
MSG msg;
while( TRUE )
{
if (PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE))
{
if (!GetMessage( &msg, NULL, 0, 0))
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else if( m_bActive )
{
UpdateFrame();
}
else
WaitMessage();
}
DDTerm();
return msg.wParam;
}
BOOL CGame::DDInit()
{
HRESULT hr;
hr = DirectDrawCreate( NULL, &m_pDD, NULL );
if( FAILED(hr) )
{
TRACE( "Error Create DirectDraw\n" );
return FALSE;
}
if( m_bFullScreen )
m_pDD->SetCooperativeLevel( m_hWnd, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );
else
m_pDD->SetCooperativeLevel( m_hWnd, DDSCL_NORMAL );
if( m_bFullScreen )
{
if( FAILED(m_pDD->SetDisplayMode( 640, 480, 16 )) )
{
TRACE( "Error SetDiaplayMode\n" );
return FALSE;
}
}
DDSURFACEDESC ddsd;
ZeroMemory( &ddsd, sizeof(ddsd) );
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
if( m_bFullScreen )
{
ddsd.dwFlags |= DDSD_BACKBUFFERCOUNT;
ddsd.ddsCaps.dwCaps |= DDSCAPS_FLIP | DDSCAPS_COMPLEX;
ddsd.dwBackBufferCount = 1;
}
hr = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL );
if( FAILED(hr) )
{
TRACE( "Error Create Front Buffer\n" );
return FALSE;
}
if( m_bFullScreen )
{
DDSCAPS ddscaps;
ZeroMemory( &ddscaps, sizeof(ddscaps) );
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
m_pddsFrontBuffer->GetAttachedSurface( &ddscaps, &m_pddsBackBuffer );
}
else
m_pddsBackBuffer = DDCreateSurface( SCREEN_W, SCREEN_H );
if( !LoadBitmaps() )
return FALSE;
////tile.bmp
m_plane.BitBlt( m_pBmpList[0] );
//player1.bmp bullet.bmp bore.bmp shield.bmp
m_player[0].BitBlt( m_pBmpList[1], m_pBmpList[2], m_pBmpList[14], m_pBmpList[7] );
//player2.bmp bullet.bmp bore.bmp shield.bmp
m_player[1].BitBlt( m_pBmpList[9], m_pBmpList[2], m_pBmpList[14], m_pBmpList[7] );
for( int i = 0; i < NUM_ENEMYS; i ++ )
m_enemy[i].BitBlt( m_pBmpList[5], m_pBmpList[2], m_pBmpList[14], m_pBmpList[7] );
//20個Enemy的爆炸形狀
for( i = 0; i < NUM_EXPLODES; i ++ )
m_explode[i].BitBlt( m_pBmpList[3], m_pBmpList[4] );
m_bonus.BitBlt( m_pBmpList[6] );
m_dwFillColor = DDColorMatch( m_pddsBackBuffer, RGB(128,128,128) );
if( !m_bFullScreen )
{
SetWindowPos( m_hWnd, 0, 0, 0, 646, 505, SWP_NOMOVE | SWP_NOZORDER );
m_rcWindow.right = m_rcWindow.left + 640;
m_rcWindow.bottom = m_rcWindow.top + 480;
}
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: DDLoadBitmap()
// Desc: Create a DirectDrawSurface from a bitmap resource.
//-----------------------------------------------------------------------------
LPDIRECTDRAWSURFACE CGame::DDLoadBitmap( LPCSTR szBitmap, int dx, int dy)
{
HBITMAP hbm;
BITMAP bm;
DDSURFACEDESC ddsd;
LPDIRECTDRAWSURFACE pdds;
//
// Try to load the bitmap as a resource, if that fails, try it as a file
//
hbm = (HBITMAP) LoadImage(GetModuleHandle(NULL), szBitmap, IMAGE_BITMAP, dx,
dy, LR_CREATEDIBSECTION);
if (hbm == NULL)
hbm = (HBITMAP) LoadImage(NULL, szBitmap, IMAGE_BITMAP, dx, dy,
LR_LOADFROMFILE | LR_CREATEDIBSECTION);
if (hbm == NULL)
return NULL;
//
// Get size of the bitmap
//
GetObject(hbm, sizeof(bm), &bm);
//
// Create a DirectDrawSurface for this bitmap
//
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
ddsd.dwWidth = bm.bmWidth;
ddsd.dwHeight = bm.bmHeight;
if (m_pDD->CreateSurface(&ddsd, &pdds, NULL) != DD_OK)
return NULL;
DDCopyBitmap(pdds, hbm, 0, 0, 0, 0);
DeleteObject(hbm);
return pdds;
}
HRESULT DDCopyBitmap( LPDIRECTDRAWSURFACE pdds,
HBITMAP hbm, int x, int y,
int dx, int dy)
{
HDC hdcImage;
HDC hdc;
BITMAP bm;
DDSURFACEDESC ddsd;
HRESULT hr;
if (hbm == NULL || pdds == NULL)
return E_FAIL;
//
// Make sure this surface is restored.
//
pdds->Restore();
//
// Select bitmap into a memoryDC so we can use it.
//
hdcImage = CreateCompatibleDC(NULL);
if (!hdcImage)
TRACE("createcompatible dc failed\n");
SelectObject(hdcImage, hbm);
//
// Get size of the bitmap
//
GetObject(hbm, sizeof(bm), &bm);
dx = dx == 0 ? bm.bmWidth : dx; // Use the passed size, unless zero
dy = dy == 0 ? bm.bmHeight : dy;
//
// Get size of surface.
//
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_HEIGHT | DDSD_WIDTH;
pdds->GetSurfaceDesc(&ddsd);
if ((hr = pdds->GetDC(&hdc)) == DD_OK)
{
StretchBlt(hdc, 0, 0, ddsd.dwWidth, ddsd.dwHeight, hdcImage, x, y,
dx, dy, SRCCOPY);
pdds->ReleaseDC(hdc);
}
DeleteDC(hdcImage);
return hr;
}
//-----------------------------------------------------------------------------
// Name: DDReLoadBitmap()
// Desc: Load a bitmap from a file or resource into a directdraw surface.
// normaly used to re-load a surface after a restore.
//-----------------------------------------------------------------------------
HRESULT
DDReLoadBitmap(LPDIRECTDRAWSURFACE pdds, LPCSTR szBitmap)
{
HBITMAP hbm;
HRESULT hr;
//
// Try to load the bitmap as a resource, if that fails, try it as a file
//
hbm = (HBITMAP) LoadImage(GetModuleHandle(NULL), szBitmap, IMAGE_BITMAP, 0,
0, LR_CREATEDIBSECTION);
if (hbm == NULL)
hbm = (HBITMAP) LoadImage(NULL, szBitmap, IMAGE_BITMAP, 0, 0,
LR_LOADFROMFILE | LR_CREATEDIBSECTION);
if (hbm == NULL)
{
OutputDebugString("handle is null\n");
return E_FAIL;
}
hr = DDCopyBitmap(pdds, hbm, 0, 0, 0, 0);
if (hr != DD_OK)
{
OutputDebugString("ddcopybitmap failed\n");
}
DeleteObject(hbm);
return hr;
}
void CGame::DDTerm()
{
for( int i = 0; i < NUM_BITMAPS; i ++ )
SAFE_RELEASE( m_pBmpList[i] );
if( !m_bFullScreen )
SAFE_RELEASE( m_pddsBackBuffer );
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