BackGround1 :: BackGround1(HGE *hge, int level)//ÔÚÕâÀï¸ù¾Ý²»Í¬µÄ¹Ø¿¨ÉèÖò»Í¬µÄͼƬ±³¾°
	: BackGround(hge), currentState(true), currentPicNum(1)
{
	currentlevel = level;
	backgroundHge = hge;
	InitBack();
}
Beispiel #2
0
void PlayCtrl::OnCreateGame()
{
	doodle.InitDoodle(m_hIns, Left);	//创建玩家
	InitStartBoard(m_hIns, lstBoard);	//初始化跳板
	InitBack(m_hIns);
	::SetTimer(m_hWnd, DOODLE_JUMP_TIMER_ID, 8, NULL);		//设置跳跃的定时器
}
// エントリポイント
int WINAPI _tWinMain( HINSTANCE hInst, HINSTANCE, LPTSTR, int )
{
	LARGE_INTEGER			nNowTime, nLastTime;		// 現在とひとつ前の時刻
	LARGE_INTEGER			nTimeFreq;					// 時間単位

    // 画面サイズ
    g_nClientWidth  = VIEW_WIDTH;						// 幅
    g_nClientHeight = VIEW_HEIGHT;						// 高さ

	// Register the window class
    WNDCLASSEX wc = { sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
                      GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
                      _T( "D3D Sample" ), NULL };
    RegisterClassEx( &wc );

	RECT rcRect;
	SetRect( &rcRect, 0, 0, g_nClientWidth, g_nClientHeight );
	AdjustWindowRect( &rcRect, WS_OVERLAPPEDWINDOW, FALSE );
    g_hWnd = CreateWindow( _T( "D3D Sample" ), _T( "Scroll_5_1" ),
						   WS_OVERLAPPEDWINDOW, 100, 20, rcRect.right - rcRect.left, rcRect.bottom - rcRect.top,
						   GetDesktopWindow(), NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D() ) && SUCCEEDED( MakeShaders() ) )
    {
        // Create the shaders
        if( SUCCEEDED( InitDrawModes() ) )
        {
			if ( SUCCEEDED( InitGeometry() ) ) {					// ジオメトリ作成

				// Show the window
				ShowWindow( g_hWnd, SW_SHOWDEFAULT );
				UpdateWindow( g_hWnd );

				InitBack();									// キャラクタ初期化
				
				QueryPerformanceFrequency( &nTimeFreq );			// 時間単位
				QueryPerformanceCounter( &nLastTime );				// 1フレーム前時刻初期化

				// Enter the message loop
				MSG msg;
				ZeroMemory( &msg, sizeof( msg ) );
				while( msg.message != WM_QUIT )
				{
					Render();
					MoveBack();
					do {
						if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
						{
							TranslateMessage( &msg );
							DispatchMessage( &msg );
						}
						QueryPerformanceCounter( &nNowTime );
					} while( ( ( nNowTime.QuadPart - nLastTime.QuadPart ) < ( nTimeFreq.QuadPart / 90 ) ) &&
							 ( msg.message != WM_QUIT ) );
					while( ( ( nNowTime.QuadPart - nLastTime.QuadPart ) < ( nTimeFreq.QuadPart / 60 ) ) &&
						   ( msg.message != WM_QUIT ) )
					{
						QueryPerformanceCounter( &nNowTime );
					}
					nLastTime = nNowTime;
					g_pSwapChain->Present( 0, 0 );					// 表示
				}
			}
        }
    }

    // Clean up everything and exit the app
    Cleanup();
    UnregisterClass( _T( "D3D Sample" ), wc.hInstance );
    return 0;
}