排在前面的小人不会遮挡在后面的小人。
运行结果:
源代码:
#include <windows.h>
#include <tchar.h>
#pragma comment(lib, "winmm.lib") //调用PlaySound函数所需库文件t
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
#define WINDOW_TITLE L"【游戏程序设计】排序贴图"
//定义常数 代表画面上出现的恐龙数目
const int draNum = 12;
//定义一个结构体
struct dragon //定义dragon结构 代表恐龙,其结构成员x和y为贴图坐标,dir为目前恐龙的移动方向
{
int x, y;
int dir;
};
HINSTANCE hInst;
HDC hdc, mdc, bufdc;
HBITMAP hbg, hdraPic[4]; //背景图,darPic[4]存储恐龙上下左右移动的连续图案
int g_iNum;
DWORD g_tNow, g_tPre;
dragon dra[draNum]; //按照draNum的值建立数组dra[],产生画面上出现的恐龙
int MyWindowClass(HINSTANCE);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyDraw(HDC);
/*****************************************************************************************************************
在不同的应用程序中,在此处添加相关的全局变量
******************************************************************************************************************/
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPreInstace,
LPSTR lpCmdLine, int nCmdShow)
{
MyWindowClass(hInstance);
PlaySound(L"sound.wav", NULL, SND_FILENAME| SND_ASYNC| SND_LOOP); //循环播放背景音乐
if(!InitInstance(hInstance, nCmdShow))
return FALSE;
MSG msg = {0};
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
g_tNow = GetTickCount();
if(g_tNow - g_tPre >= 2000)
{
MyDraw(hdc);
g_tPre = GetTickCount(); //记录此次绘图时间
}
}
}
return msg.wParam;
}
int MyWindowClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"gamebase";
wcex.hIconSm = NULL;
return RegisterClassEx(&wcex);
}
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance;
HWND hwnd = CreateWindow(L"gamebase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
if(!hwnd)
return FALSE;
MoveWindow(hwnd, 10, 10, WINDOW_WIDTH, WINDOW_HEIGHT, true);
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
hdc = GetDC(hwnd);
mdc = CreateCompatibleDC(hdc);
bufdc = CreateCompatibleDC(hdc);
//加载各张恐龙跑动图及背景图,这里以0,1,2,3来代表恐龙的上下左右移动
wchar_t filename[20] = {};
for(int i = 0; i < 4; ++i)
{
swprintf_s(filename, L"go%d.bmp", i);
hdraPic[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 480, 216, LR_LOADFROMFILE);
}
hbg = (HBITMAP)LoadImage(NULL, L"bg.bmp", IMAGE_BITMAP, WINDOW_WIDTH, WINDOW_HEIGHT, LR_LOADFROMFILE);
//建立一个空位图并放入mdc中
HBITMAP bmp = CreateCompatibleBitmap(hdc, WINDOW_WIDTH, WINDOW_HEIGHT);
SelectObject(mdc, bmp);
//设定所有恐龙初始贴图坐标(200,200),初始的移动方向都向左
g_iNum = 0;
for(int i = 0; i < draNum; ++i)
{
dra[i].x = 200; //贴图的起始x坐标
dra[i].y = 200; //贴图的起始y坐标
dra[i].dir = 3; //起始方向
}
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
/**************************************************************************************************************
在退出程序前,往往在此处删除创建的相关资源
***************************************************************************************************************/
case WM_DESTROY: //窗口结束消息,撤销各种DC
DeleteObject(hbg);
for(int i = 0; i < 4; ++i)
DeleteObject(hdraPic[i]);
DeleteDC(mdc);
DeleteDC(bufdc);
ReleaseDC(hwnd, hdc);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, message, wParam, lParam);
}
return 0;
}
//冒泡排序
void BubSort(int n)
{
for(int i = 0; i < n-1; ++i)
{
bool ok = true;
for(int j = 0; j < n-i-1; ++j)
if(dra[j].y > dra[j+1].y)
{
dragon t = dra[j];
dra[j] = dra[j+1];
dra[j+1] = t;
ok = false;
}
if(ok)
break;
}
}
/***************************************************************************************************************
在函数MyDraw()中进行相关绘制工作
****************************************************************************************************************/
void MyDraw(HDC hdc)
{
//mdc上贴上背景图
SelectObject(bufdc, hbg);
BitBlt(mdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, bufdc, 0, 0, SRCCOPY);
//贴上恐龙图之前调用BubSort函数进行排序
BubSort(draNum);
//按照目前恐龙的移动方向dra[i].dir 选取位图到bufdc中,每一张在窗口上出现的恐龙图案依次在mdc上进行透明贴图的操作
for(int i = 0; i < draNum; ++i)
{
SelectObject(bufdc, hdraPic[dra[i].dir]);
BitBlt(mdc, dra[i].x, dra[i].y, 60, 108, bufdc, g_iNum*60, 108, SRCAND);
BitBlt(mdc, dra[i].x, dra[i].y, 60, 108, bufdc, g_iNum*60, 0, SRCPAINT);
}
//将最后画面显示在窗口中
BitBlt(hdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, mdc, 0, 0, SRCCOPY);
++g_iNum;
if(g_iNum == 8)
g_iNum = 0;
//决定每一只恐龙下一次移动方向及贴图坐标
for(int i = 0; i < draNum; ++i)
switch(rand() % 4) //随机数除以4余数来决定下次移动方向,余数0,1,2,3表示上下左右
{
//加入恐龙每次移动的单位量,得到下次新的贴图坐标
//计算出新的贴图坐标后,还需判断新的坐标会不会使得恐龙贴图超出窗口边界,若超出,则将该方向上的坐标设定为刚好等于临界值
case 0:
dra[i].y -= 20;
if(dra[i].y < 0)
dra[i].y = 0;
dra[i].dir = 0;
break;
case 1:
dra[i].y += 20;
if(dra[i].y > WINDOW_HEIGHT-133)
dra[i].y = WINDOW_HEIGHT-133;
dra[i].dir = 1;
break;
case 2:
dra[i].x -= 20;
if(dra[i].x < 0)
dra[i].x = 0;
dra[i].dir = 2;
break;
case 3:
dra[i].x += 20;
if(dra[i].x > WINDOW_WIDTH-95)
dra[i].x = WINDOW_WIDTH-95;
dra[i].dir = 3;
break;
}
}