Windows GDI 移动一个小球 VC6++

// circle4_4.cpp : Defines the entry point for the application.
//修改自<<Windows游戏编程大师技巧>>// VC6++

#include "stdafx.h"

// DEMO4_4.CPP  - Ellipse Animation Demo

// INCLUDES ///
#define WIN32_LEAN_AND_MEAN  // just say no to MFC

#include <windows.h>   // include all the windows headers
#include <windowsx.h>  // include useful macros
#include <mmsystem.h>  // very important and include WINMM.LIB too!
#include <stdio.h>
#include <stdlib.h>
#include <math.h>

// DEFINES

// defines for windows 
#define WINDOW_CLASS_NAME "WINCLASS1"

#define WINDOW_WIDTH  800
#define WINDOW_HEIGHT 600

// MACROS /

#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// GLOBALS
HWND      main_window_handle = NULL; // globally track main window

HINSTANCE hinstance_app      = NULL; // globally track hinstance
char buffer[80];                     // general printing buffer

// 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
char buffer[80];        // used to print strings

// what is the message 
switch(msg)
    {    
    case WM_CREATE: 
        {
        // do initialization stuff here
        // return success
        return(0);
        } break;
   
    case WM_PAINT: 
        {
        // simply validate the window 
           hdc = BeginPaint(hwnd,&ps);     
        
        // end painting
        EndPaint(hwnd,&ps);

        // return success
        return(0);
           } break;

    case WM_DESTROY: 
        {

        // kill the application, this sends a WM_QUIT message 
        PostQuitMessage(0);

        // return success
        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)
{

WNDCLASSEX winclass; // this will hold the class we create
HWND       hwnd;     // generic window handle
MSG           msg;         // generic message
HDC        hdc;      // graphics device context

// first fill in the window class stucture
winclass.cbSize         = sizeof(WNDCLASSEX);
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;
winclass.hIconSm        = LoadIcon(NULL, IDI_APPLICATION);

// save hinstance in global
hinstance_app = hinstance;

// register the window class
if (!RegisterClassEx(&winclass))
    return(0);

// create the window
if (!(hwnd = CreateWindowEx(NULL,                // extended style
                            WINDOW_CLASS_NAME,   // class
                            "Ellipse Animation Demo", // title
                            WS_OVERLAPPEDWINDOW | WS_VISIBLE,
                             0,0,      // initial x,y
                            WINDOW_WIDTH, // initial width
                            WINDOW_HEIGHT,// initial height
                            NULL,      // handle to parent 
                            NULL,      // handle to menu
                            hinstance,// instance of this application
                            NULL)))    // extra creation parms
return(0);

// save main window handle
main_window_handle = hwnd;

// get the graphics device context once this time and keep it
// this is possible due to the CS_OWNDC flag
hdc = GetDC(hwnd);

// seed random number generator
srand(GetTickCount());

// create the pens and brushes
HPEN   white_pen = CreatePen(PS_SOLID, 1, RGB(255,255,255));
HPEN   black_pen = CreatePen(PS_SOLID, 1, RGB(0,0,0));
HBRUSH green_brush = CreateSolidBrush(RGB(0,255,0));
HBRUSH black_brush = CreateSolidBrush(RGB(0,0,0));

// starting position of ball
int ball_x = WINDOW_WIDTH/2;
int ball_y = WINDOW_HEIGHT/2;

// initial velocity of ball
int xv = -4+rand()%8;
int yv = -4+rand()%8;

// enter main event loop, but this time we use PeekMessage()
// instead of GetMessage() to retrieve messages
while(TRUE)
    {
    // test if there is a message in queue, if so get it
    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


    // ERASE the last position of the ball
    
    // first select the black pen and brush into context
    SelectObject(hdc, black_pen);
    SelectObject(hdc, black_brush);

    // draw the ball
    Ellipse(hdc, ball_x, ball_y, ball_x + 32, ball_y + 32);
    
    // MOVE the ball
        if (KEYDOWN(VK_RIGHT))
            ball_x+=xv;
        if (KEYDOWN(VK_LEFT))
            ball_x-=xv;
        if (KEYDOWN(VK_UP))
            ball_y+=yv;
        if (KEYDOWN(VK_DOWN))
            ball_y-=yv;
    
  
    // test for collisions, first x-axis
    if (ball_x < 0 || ball_x > WINDOW_WIDTH - 32)
       { 
       // invert x-velocity of ball
       xv=-xv;

       // push ball back
       ball_x+=xv;

       } // end if
    else
    // test for y-axis collisions
    if (ball_y < 0 || ball_y > WINDOW_HEIGHT - 32)
       { 
       // invert y-velocity of ball
       yv=-yv;

       // push ball back
       ball_y+=yv;

       } // end if

    // now select the green and white colors for brush and pen
    SelectObject(hdc, white_pen);
    SelectObject(hdc, green_brush);

    // DRAW the ball
    Ellipse(hdc, ball_x, ball_y, ball_x + 32, ball_y + 32);

    // main game processing goes here
    if (KEYDOWN(VK_ESCAPE))
       SendMessage(hwnd, WM_CLOSE, 0,0);

    // slow system down a little
    Sleep(10); 
       
    } // end while

// delete all the objects
DeleteObject(white_pen);
DeleteObject(black_pen);
DeleteObject(green_brush);
DeleteObject(black_brush);

// release the device context
ReleaseDC(hwnd,hdc);

// return to Windows like this
return(msg.wParam);

} // end WinMain

///


 

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