1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199
|
/**
Beginning Game Programming, Third Edition
Chapter 2
GameLoop project
**/
#include <windows.h>
#include <iostream>
#include <time.h>
using namespace std;
const string APPTITLE = "Game Loop";
HWND window;
HDC device;
bool gameover = false;
/**
** Loads and draws a bitmap from a file and then frees the memory
**/
void DrawBitmap(char *filename, int x, int y)
{
//load the bitmap image
HBITMAP image = (HBITMAP)LoadImage(0,"wu.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);
//read the bitmap's properties
BITMAP bm;
GetObject(image, sizeof(BITMAP), &bm);
//create a device context for the bitmap
HDC hdcImage = CreateCompatibleDC(device);
SelectObject(hdcImage, image);
//draw the bitmap to the window (bit block transfer)
BitBlt(
device, //destination device context
x, y, //x,y location on destination
bm.bmWidth, bm.bmHeight, //width,height of source bitmap
hdcImage, //source bitmap device context
0, 0, //start x,y on source bitmap
SRCCOPY); //blit method
//delete the device context and bitmap
DeleteDC(hdcImage);
DeleteObject((HBITMAP)image);
}
/**
** Startup and loading code goes here
**/
bool Game_Init()
{
//start up the random number generator
srand(time(NULL));
return 1;
}
/**
** Update function called from inside game loop
**/
void Game_Run()
{
static int x = 0;
static int y = 0;
static int counter = 0;
if (gameover == true) return;
//get the drawing surface
RECT rect;
GetClientRect(window, &rect);
//draw bitmap at random location
x = 640;
y = 480;
DrawBitmap("wu.bmp", x, y);
}
/**
** Shutdown code
**/
void Game_End()
{
//free the device
ReleaseDC(window, device);
}
/**
** Window callback function
**/
LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
gameover = true;
PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
/**
** MyRegiserClass function sets program window properties
**/
ATOM MyRegisterClass(HINSTANCE hInstance)
{
//create the window class structure
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
//fill the struct with info
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = APPTITLE.c_str();
wc.hIconSm = NULL;
//set up the window with the class info
return RegisterClassEx(&wc);
}
/**
** Helper function to create the window and refresh it
**/
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
//create a new window
window = CreateWindow(
APPTITLE.c_str(), //window class
APPTITLE.c_str(), //title bar
WS_OVERLAPPEDWINDOW, //window style
CW_USEDEFAULT, //x position of window
CW_USEDEFAULT, //y position of window
640, //width of the window
480, //height of the window
NULL, //parent window
NULL, //menu
hInstance, //application instance
NULL); //window parameters
//was there an error creating the window?
if (window == 0) return 0;
//display the window
ShowWindow(window, nCmdShow);
UpdateWindow(window);
//get device context for drawing
device = GetDC(window);
return 1;
}
/**
** Entry point function
**/
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
//create window
MyRegisterClass(hInstance);
if (!InitInstance (hInstance, nCmdShow)) return 0;
//initialize the game
if (!Game_Init()) return 0;
// main message loop
while (!gameover)
{
//process Windows events
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
//process game loop
Game_Run();
}
//free game resources
Game_End();
return msg.wParam;
}
|