- #include "stdafx.h"
- #include <stdio.h>
- //全局变量声明
- HINSTANCE hInst;
- HBITMAP bg,angrybird;
- HDC hdc,mdc,bufdc;
- HWND hWnd;
- DWORD tPre,tNow,tCheck;
- RECT rect;
- //初始横坐标x=0,初始纵坐标y=100,初始水平方向速度vx=6,
- float x=0.0,y=100.0,vx=6.0,vy=0.0,gy=3.0;
- //初始竖直方向速度vy=0,重力加速度gy=3(这里为了方便演示,我们设置为3)
- //全局函数声明
- ATOM MyRegisterClass(HINSTANCE hInstance);
- BOOL InitInstance(HINSTANCE, int);
- LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
- void MyPaint(HDC hdc);
- //****WinMain函数,程序入口点函数**************************************
- int APIENTRY WinMain(HINSTANCE hInstance,
- HINSTANCE hPrevInstance,
- LPSTR lpCmdLine,
- int nCmdShow)
- {
- MSG msg;
- MyRegisterClass(hInstance);
- //初始化
- if (!InitInstance (hInstance, nCmdShow))
- {
- return FALSE;
- }
- //消息循环
- GetMessage(&msg,NULL,NULL,NULL); //初始化msg
- while( msg.message!=WM_QUIT )
- {
- if( PeekMessage( &msg, NULL, 0,0 ,PM_REMOVE) )
- {
- TranslateMessage( &msg );
- DispatchMessage( &msg );
- }
- else
- {
- tNow = GetTickCount();
- if(tNow-tPre >= 50)
- MyPaint(hdc);
- }
- }
- return msg.wParam;
- }
- //****设计一个窗口类,类似填空题,使用窗口结构体*********************
- ATOM MyRegisterClass(HINSTANCE hInstance)
- {
- WNDCLASSEX wcex;
- wcex.cbSize = sizeof(WNDCLASSEX);
- wcex.style = CS_HREDRAW | CS_VREDRAW;
- wcex.lpfnWndProc = (WNDPROC)WndProc;
- wcex.cbClsExtra = 0;
- wcex.cbWndExtra = 0;
- wcex.hInstance = hInstance;
- wcex.hIcon = NULL;
- wcex.hCursor = NULL;
- wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
- wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
- wcex.lpszMenuName = NULL;
- wcex.lpszClassName = "maple";
- wcex.hIconSm = NULL;
- return RegisterClassEx(&wcex);
- }
- //****初始化函数*************************************
- // 1.加载位图资源
- // 2.取得内部窗口区域信息
- BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
- {
- HBITMAP bmp;
- hInst = hInstance;
- hWnd = CreateWindow("maple", "浅墨的绘图窗口" , WS_OVERLAPPEDWINDOW,
- CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
- if (!hWnd)
- {
- return FALSE;
- }
- MoveWindow(hWnd,10,10,600,450,true);
- ShowWindow(hWnd, nCmdShow);
- UpdateWindow(hWnd);
- hdc = GetDC(hWnd);
- mdc = CreateCompatibleDC(hdc);
- bufdc = CreateCompatibleDC(hdc);
- bmp = CreateCompatibleBitmap(hdc,640,480);
- SelectObject(mdc,bmp);
- bg = (HBITMAP)LoadImage(NULL,"bg.bmp",IMAGE_BITMAP,640,480,LR_LOADFROMFILE);
- angrybird = (HBITMAP)LoadImage(NULL,"angrybird.bmp",IMAGE_BITMAP,120,60,LR_LOADFROMFILE);
- GetClientRect(hWnd,&rect);
- SelectObject(bufdc,bg);
- BitBlt(mdc,0,0,640,480,bufdc,0,0,SRCCOPY);
- MyPaint(hdc);
- return TRUE;
- }
- //****自定义绘图函数*********************************
- // 1.窗口贴图
- // 2.计算小球速度,坐标以及判断是否碰到窗口下缘
- void MyPaint(HDC hdc)
- {
- SelectObject(bufdc,bg);
- BitBlt(mdc,0,0,640,480,bufdc,0,0,SRCCOPY);
- SelectObject(bufdc,angrybird);
- BitBlt(mdc,x,y,60,60,bufdc,60,0,SRCAND);
- BitBlt(mdc,x,y,60,60,bufdc,0,0,SRCPAINT);
- BitBlt(hdc,0,0,640,480,mdc,0,0,SRCCOPY);
- x += vx; //计算X轴方向贴图坐标,每调用一次MyPiant(),x坐标就加上一个恒定不变的vx,相当于匀速运动
- vy = vy + gy/20; //计算Y轴方向速度分量,vy随着每一次MyPiant()函数的调用就加上一个gy(重力加速度),因为50毫秒刷新一次
- y += vy; //计算Y轴方向贴图坐标,每调用一次MyPiant(),y坐标就加上一个刚改变过后的vy,相当于加速运动
- //判断是否触地,如果触碰到窗口边界,vy调整为相反方向
- if(y >= rect.bottom-60)
- {
- y = rect.bottom - 60;
- vy = -vy;
- }
- tPre = GetTickCount(); //记录上次的绘图时间
- }
- //****消息处理函数***********************************
- LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
- {
- switch (message)
- {
- case WM_KEYDOWN: //按键消息
- if(wParam==VK_ESCAPE) //按下【Esc】键
- PostQuitMessage(0);
- break;
- case WM_DESTROY: //窗口结束消息
- DeleteDC(mdc);
- DeleteDC(bufdc);
- DeleteObject(bg);
- DeleteObject(angrybird);
- ReleaseDC(hWnd,hdc);
- PostQuitMessage(0);
- break;
- default: //其他消息
- return DefWindowProc(hWnd, message, wParam, lParam);
- }
- return 0;
- }
游戏中重力的编写
最新推荐文章于 2021-04-01 16:21:00 发布