win32下 多线程(多一个线程)GDI 坦克大战

一个字。累并快乐,兴趣索然。。。。追回梦想

学习WINDOWS编程2个月。下一步:DIrectX9...

自己加载资源:素材在下面自行下载(修改成BMP格式)

resource.h

//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ 生成的包含文件。
// 供 Tanker.rc 使用
//
#define IDB_ENEMY                       101
#define IDB_HERO                        103
#define IDI_ICON                        105
#define IDB_ARMS                        107
#define IDB_BOOMENM                     108
#define IDB_HEROBOOM                    109

// Next default values for new objects
// 
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE        110
#define _APS_NEXT_COMMAND_VALUE         40001
#define _APS_NEXT_CONTROL_VALUE         1001
#define _APS_NEXT_SYMED_VALUE           101
#endif
#endif

 

 

main.cpp:

#include <Windows.h>
#include <stdio.h>
#include <stdlib.h>
#include "resource.h"
#include <math.h>
#include <process.h>
#pragma comment (lib,"msimg32.lib") //处理BMP背景色函数

//常量。
#define MAX_STR 32
#define HERO_SPEED 3
#define ARM_NUM 50
#define ARM_SPEED 5
#define  ENM_NUM  8
#define ENM_SPEED 1
#define ENM_CHANGDIR 4  //enemy changdir probability 。

//全局变量。
TCHAR wndclassname[MAX_STR] = TEXT("TankerWar");
TCHAR wndtitlename[MAX_STR] = TEXT("小坦克大战");
HINSTANCE hInst;
HWND hwnd;
HDC hdc, memdc, bufdc;
RECT wndrect;
HBITMAP hHeroBMP, hEnemyBMP, hNullBMP, hArmBMP, hEnemyboomBMP, hHeroBoombmp;

//游戏各类SPRITE参数。
enum MOVEDIR { left, up, down, right };
enum ISDIE { die, nodie };
enum ARMTYPE { heroarm, enemyarm };
struct TKPOINT
{
	INT x; INT y;
};
struct HERO
{
	ISDIE isdie;
	MOVEDIR movedir;
	TKPOINT pstn;

};
struct ENEMY
{
	ISDIE isdie;
	MOVEDIR movedir;
	TKPOINT pstn;
};
struct ARMS
{
	ISDIE isdie;
	MOVEDIR movedir;
	TKPOINT pstn;
	ARMTYPE armtp;
};

//创建对象。(可惜了还不会用抽象成对象)
ARMS arms[ARM_NUM];
HERO hero;
ENEMY enemy[ENM_NUM];

//函数声明
LRESULT WINAPI WndProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam); //消息主函数
void GameInit();  //游戏初始化
void DispalyScreen();  //显示SPRITE
void Fire(ENEMY &enemy, ARMTYPE armstype);//敌人开火
void HeroFire(ARMTYPE);//主角开火
void EnemyAutoMove(LPVOID param);

void DispalyScreen() {
	hdc = GetDC(hwnd);
	memdc = CreateCompatibleDC(hdc);
	bufdc = CreateCompatibleDC(hdc);
	hNullBMP = CreateCompatibleBitmap(hdc, wndrect.right, wndrect.bottom);
	SelectObject(memdc, hNullBMP); //设定CreateCompatibleBitmap的大小,否则不会显示在HDC上。
	//Display arms(没有死亡的子弹)
	hArmBMP = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_ARMS));
	SelectObject(bufdc, hArmBMP);
	for (int i = 0; i < ARM_NUM; i++)
	{
		if (arms[i].isdie == nodie)
		{
			TransparentBlt(memdc, arms[i].pstn.x, arms[i].pstn.y, 7, 7, bufdc, 0, 0, 7, 7, RGB(255, 255, 255));
			switch (arms[i].movedir)
			{
			case left:
				arms[i].pstn.x > 0 ?
					arms[i].pstn.x -= ARM_SPEED : arms[i].isdie = die;
				break;
			case up:
				arms[i].pstn.y > 0 ?
					arms[i].pstn.y -= ARM_SPEED : arms[i].isdie = die;
				break;
			case right:
				arms[i].pstn.x < wndrect.right ?
					arms[i].pstn.x += ARM_SPEED : arms[i].isdie = die;
				break;
			case down:
				arms[i].pstn.y < wndrect.bottom ?
					arms[i].pstn.y += ARM_SPEED : arms[i].isdie = die;
				break;
			}
		}
	}
	//enemy display and move 
	hEnemyBMP = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_ENEMY));
	SelectObject(bufdc, hEnemyBMP);
	for (int j = 0; j < ENM_NUM; j++)
	{
		if (enemy[j].isdie == nodie)
		{
			switch (enemy[j].movedir)
			{
			case left:
				enemy[j].pstn.x > 0 ?
					enemy[j].pstn.x -= ENM_SPEED : enemy[j].pstn.x = 0;
				TransparentBlt(memdc, enemy[j].pstn.x, enemy[j].pstn.y, 33, 33, bufdc, 0, 0, 33, 33, RGB(0, 0, 0));

				break;
			case up:
				enemy[j].pstn.y > 0 ?
					enemy[j].pstn.y -= ENM_SPEED : enemy[j].pstn.y = 0;
				TransparentBlt(memdc, enemy[j].pstn.x, enemy[j].pstn.y, 33, 33, bufdc, 33, 0, 33, 33, RGB(0, 0, 0));
				break;
			case right:
				enemy[j].pstn.x < wndrect.right - 33 ?
					enemy[j].pstn.x += ENM_SPEED : enemy[j].pstn.x = wndrect.right - 33;
				TransparentBlt(memdc, enemy[j].pstn.x, enemy[j].pstn.y, 33, 33, bufdc, 66, 0, 33, 33, RGB(0, 0, 0));
				break;
			case down:
				enemy[j].pstn.y < wndrect.bottom - 33 ?
					enemy[j].pstn.y += ENM_SPEED : enemy[j].pstn.y = wndrect.bottom - 33;
				TransparentBlt(memdc, enemy[j].pstn.x, enemy[j].pstn.y, 33, 33, bufdc, 99, 0, 33, 33, RGB(0, 0, 0));
				break;
			}
		}
	}
	// display hero(这里可以将主角调整成自动移动)
	hHeroBMP = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_HERO));
	SelectObject(bufdc, hHeroBMP);
	if (hero.isdie == nodie)
	{
		switch (hero.movedir)
		{
		case left:
			TransparentBlt(memdc, hero.pstn.x, hero.pstn.y, 33, 33, bufdc, 0, 0, 33, 33, RGB(0, 0, 0));
			break;
		case up:
			TransparentBlt(memdc, hero.pstn.x, hero.pstn.y, 33, 33, bufdc, 33, 0, 33, 33, RGB(0, 0, 0));
			break;
		case right:
			TransparentBlt(memdc, hero.pstn.x, hero.pstn.y, 33, 33, bufdc, 66, 0, 33, 33, RGB(0, 0, 0));
			break;
		case down:
			TransparentBlt(memdc, hero.pstn.x, hero.pstn.y, 33, 33, bufdc, 99, 0, 33, 33, RGB(0, 0, 0));
			break;
		}
	}
	//碰撞检测
	hEnemyboomBMP = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_BOOMENM));
	hHeroBoombmp = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_HEROBOOM));
	for (int i = 0; i < ARM_NUM; i++)
	{
		if (arms[i].isdie == nodie)
		{	//检测敌人中弹
			for (int j = 0; j < ENM_NUM; j++)
			{
				if (arms[i].armtp == heroarm && enemy[j].isdie == nodie && abs(enemy[j].pstn.x + 13 - arms[i].pstn.x) < 18 && abs(enemy[j].pstn.y + 13 - arms[i].pstn.y) < 18)
				{   
					SelectObject(bufdc, hEnemyboomBMP);
					TransparentBlt(memdc, enemy[j].pstn.x - 3, enemy[j].pstn.y - 3, 40, 40, bufdc, 120, 0, 40, 40, RGB(0, 0, 0));
					BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
					TransparentBlt(memdc, enemy[j].pstn.x - 3, enemy[j].pstn.y - 3, 40, 40, bufdc, 80, 0, 40, 40, RGB(0, 0, 0));
					BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
					TransparentBlt(memdc, enemy[j].pstn.x - 3, enemy[j].pstn.y - 3, 40, 40, bufdc, 40, 0, 40, 40, RGB(0, 0, 0));
					BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
					TransparentBlt(memdc, enemy[j].pstn.x - 3, enemy[j].pstn.y - 3, 40, 40, bufdc, 0, 0, 40, 40, RGB(0, 0, 0));
					BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
					arms[i] = { };
					enemy[j] = {  };
				}
			}
			//检测主角中弹
			if (arms[i].armtp == enemyarm && hero.isdie == nodie
				&& abs(hero.pstn.x + 13 - arms[i].pstn.x) < 18 && abs(hero.pstn.y + 13 - arms[i].pstn.y) < 18)
			{
				SelectObject(bufdc, hHeroBoombmp);
				TransparentBlt(memdc, hero.pstn.x - 8, hero.pstn.y - 8, 50, 50, bufdc, 300, 0, 50, 50, RGB(0, 0, 0));
				BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
				TransparentBlt(memdc, hero.pstn.x - 8, hero.pstn.y - 8, 50, 50, bufdc, 250, 0, 50, 50, RGB(0, 0, 0));
				BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
				TransparentBlt(memdc, hero.pstn.x - 8, hero.pstn.y - 8, 50, 50, bufdc, 200, 0, 50, 50, RGB(0, 0, 0));
				BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
				TransparentBlt(memdc, hero.pstn.x - 8, hero.pstn.y - 8, 50, 50, bufdc, 150, 0, 50, 50, RGB(0, 0, 0));
				BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
				TransparentBlt(memdc, hero.pstn.x - 8, hero.pstn.y - 8, 50, 50, bufdc, 100, 0, 50, 50, RGB(0, 0, 0));
				BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
				TransparentBlt(memdc, hero.pstn.x - 8, hero.pstn.y - 8, 50, 50, bufdc, 50, 0, 50, 50, RGB(0, 0, 0));
				BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
				TransparentBlt(memdc, hero.pstn.x - 8, hero.pstn.y - 8, 50, 50, bufdc, 0, 0, 50, 50, RGB(0, 0, 0));
				BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
				hero.isdie = die;

				MessageBox(NULL, TEXT("you falt"), TEXT("loser"), MB_OK);
			}
		}
	}
	BitBlt(hdc, 0, 0, wndrect.right, wndrect.bottom, memdc, 0, 0, SRCCOPY);
	DeleteObject(hHeroBoombmp);
	DeleteObject(hEnemyboomBMP);
	DeleteObject(hEnemyBMP);
	DeleteObject(hHeroBMP);
	DeleteObject(hNullBMP);
	DeleteObject(hArmBMP);
	DeleteDC(bufdc);
	DeleteDC(memdc);
	ReleaseDC(hwnd, hdc);
}

void GameInit() {
	//hero init
	hero.isdie = nodie;
	hero.pstn.x = (int)wndrect.right / 2 - 17;
	hero.pstn.y = (int)wndrect.bottom - 33;
	hero.movedir = up;

	for (int i = 0; i < ENM_NUM; i++)
	{
		srand((UINT)GetTickCount()*i);
		int trand = rand();
		if (enemy[i].isdie != nodie)
		{
			enemy[i].isdie = nodie;
			enemy[i].movedir = (MOVEDIR)(trand % 4);
			enemy[i].pstn = { trand % (wndrect.right - 33),trand % (wndrect.bottom - 33) };
		}
	}
}
void Fire(ENEMY &enemy, ARMTYPE armstype) {
	for (int i = 0; i < ARM_NUM; i++)
	{
		if (arms[i].isdie != nodie)
		{
			arms[i].isdie = nodie;
			arms[i].movedir = enemy.movedir;
			arms[i].armtp = armstype;
			if (arms[i].armtp == enemyarm)
			{
				switch (enemy.movedir)
				{
				case left:
					arms[i].pstn.x = enemy.pstn.x + 3;
					arms[i].pstn.y = enemy.pstn.y + 13;
					break;
				case up:
					arms[i].pstn.x = enemy.pstn.x + 13;
					arms[i].pstn.y = enemy.pstn.y + 3;
					break;
				case right:
					arms[i].pstn.x = enemy.pstn.x + 29;
					arms[i].pstn.y = enemy.pstn.y + 13;
					break;
				case down:
					arms[i].pstn.x = enemy.pstn.x + 13;
					arms[i].pstn.y = enemy.pstn.y + 29;
					break;
				}
				break;

			}
		}
	}
}
void HeroFire(ARMTYPE armstype) {
	for (int i = 0; i < ARM_NUM; i++)
	{
		if (hero.isdie == die)
		{
			break;
		}
		if (arms[i].isdie != nodie)
		{
			arms[i].isdie = nodie;
			arms[i].movedir = hero.movedir;
			//arms[i].pstn.x = hero.pstn.x;
			arms[i].armtp = armstype;
			if (arms[i].armtp == heroarm)
			{
				switch (hero.movedir)
				{
				case left:
					arms[i].pstn.x = hero.pstn.x + 3;
					arms[i].pstn.y = hero.pstn.y + 13;
					break;
				case up:
					arms[i].pstn.x = hero.pstn.x + 13;
					arms[i].pstn.y = hero.pstn.y + 3;
					break;
				case right:
					arms[i].pstn.x = hero.pstn.x + 29;
					arms[i].pstn.y = hero.pstn.y + 13;
					break;
				case down:
					arms[i].pstn.x = hero.pstn.x + 13;
					arms[i].pstn.y = hero.pstn.y + 29;
					break;
				}
			}
			break;
		}
	}
}
void EnemyAutoMove(LPVOID param) {
	while (TRUE)
	{
		Sleep(800);//否则CPU会飙
		srand(UINT(GetTickCount() * 1101));
		MOVEDIR dir;
		dir = (MOVEDIR)(rand() % 4);
		for (int p = 0; p < ENM_NUM; p++)
		{
			if (enemy[p].pstn.x<ENM_SPEED || enemy[p].pstn.y<ENM_SPEED ||
				enemy[p].pstn.x>wndrect.right - 40 || enemy[p].pstn.y>wndrect.bottom - 40)
			{
				enemy[p].movedir = dir;
			}
		}
		if (enemy[rand() % ENM_NUM].isdie == nodie)
			enemy[rand() % ENM_NUM].movedir = dir;
		int f = rand() % ENM_NUM;
		if (enemy[f].isdie == nodie)
			Fire(enemy[f], enemyarm);
	}
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prehInstance, LPSTR lpCmdLine, int nCmdShow) {
	WNDCLASS wcs = { CS_HREDRAW | CS_VREDRAW,WndProc,0,0,hInstance,LoadIcon(hInstance,MAKEINTRESOURCE(IDI_ICON)),LoadCursor(NULL,IDC_UPARROW),HBRUSH(BLACK_BRUSH),NULL,wndclassname };
	hInst = hInstance;
	if (!RegisterClass(&wcs))
	{
		return 0;
	}
	hwnd = CreateWindow(wndclassname, wndtitlename, WS_OVERLAPPEDWINDOW&~WS_THICKFRAME, CW_USEDEFAULT, 0, 500, 500, NULL, NULL, hInstance, NULL);
	if (hwnd == NULL)
	{
		return 0;
	}
	ShowWindow(hwnd, nCmdShow);
	UpdateWindow(hwnd);
	GameInit(); //角色类初始化
	MSG msg = { 0 };
	while (msg.message != WM_QUIT)
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			Sleep(30);//否则CPU会飙
			DispalyScreen();
		}
	}
	UnregisterClass(wndclassname, hInstance);
	return 0;
}
LRESULT WINAPI WndProc(HWND hwnd, UINT mesage, WPARAM wparam, LPARAM lparam) {
	switch (mesage)
	{
	case WM_LBUTTONUP:
		HeroFire(heroarm);
		break;
	case WM_PAINT:
	{
		PAINTSTRUCT ps;
		HDC whdc = BeginPaint(hwnd, &ps);
		GetClientRect(hwnd, &wndrect);
		EndPaint(hwnd, &ps);
		break;
	}
	case WM_CREATE:
	{
		_beginthread(EnemyAutoMove, 0, NULL);//创建线程(敌人自动随机变向和开火)
		break;
	}
	case WM_RBUTTONDOWN:
		GameInit();
		break;
	case WM_DESTROY:
		PostQuitMessage(0);
		break;
	case WM_KEYDOWN:
		if (hero.isdie == die)
		{
			break;
		}
		switch (wparam)
		{
		case VK_UP:
			if (hero.pstn.y > 0)
			{
				hero.pstn.y -= HERO_SPEED;
				hero.movedir = up;
			}
			else
			{
				hero.pstn.y = 0;
			}
			break;
		case VK_DOWN:
			if (hero.pstn.y < wndrect.bottom - 33)
			{
				hero.pstn.y += HERO_SPEED;
				hero.movedir = down;
			}
			else
			{
				hero.pstn.y = wndrect.bottom - 33;
			}
			break;
		case VK_LEFT:
			if (hero.pstn.x > 0)
			{
				hero.pstn.x -= HERO_SPEED;
				hero.movedir = left;
			}
			else
			{
				hero.pstn.x = 0;
			}
			break;
		case VK_RIGHT:
			if (hero.pstn.x < wndrect.right - 33)
			{
				hero.pstn.x += HERO_SPEED;
				hero.movedir = right;
			}
			else
			{
				hero.pstn.x = wndrect.right - 33;
			}
			break;
		}
	default:
		return DefWindowProc(hwnd, mesage, wparam, lparam);
		break;
	}
	return 0;
}

 

 

终于搞定。

 

 

 

 

 

 

 

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