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(); }
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; }