//-----------------------------------【WinMain( )函数】-------------------------------------- // 描述:Windows应用程序的入口函数,我们的程序从这里开始 //------------------------------------------------------------------------------------------------ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine, int nShowCmd) { //【1】窗口创建四步曲之一:开始设计一个完整的窗口类 WNDCLASSEX wndClass = { 0 }; //用WINDCLASSEX定义了一个窗口类 wndClass.cbSize = sizeof( WNDCLASSEX ) ; //设置结构体的字节数大小 wndClass.style = CS_HREDRAW | CS_VREDRAW; //设置窗口的样式 wndClass.lpfnWndProc = WndProc; //设置指向窗口过程函数的指针 wndClass.cbClsExtra = 0; //窗口类的附加内存,取0就可以了 wndClass.cbWndExtra = 0; //窗口的附加内存,依然取0就行了 wndClass.hInstance = hInstance; //指定包含窗口过程的程序的实例句柄。 wndClass.hIcon=(HICON)::LoadImage(NULL,L"icon.ico",IMAGE_ICON,0,0,LR_DEFAULTSIZE|LR_LOADFROMFILE); //本地加载自定义ico图标 wndClass.hCursor = LoadCursor( NULL, IDC_ARROW ); //指定窗口类的光标句柄。 wndClass.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH); //为hbrBackground成员指定一个白色画刷句柄 wndClass.lpszMenuName = NULL; //用一个以空终止的字符串,指定菜单资源的名字。 wndClass.lpszClassName = L"ForTheDreamOfGameDevelop"; //用一个以空终止的字符串,指定窗口类的名字。 //【2】窗口创建四步曲之二:注册窗口类 if( !RegisterClassEx( &wndClass ) ) //设计完窗口后,需要对窗口类进行注册,这样才能创建该类型的窗口 return -1; //【3】窗口创建四步曲之三:正式创建窗口 HWND hwnd = CreateWindow( L"ForTheDreamOfGameDevelop",WINDOW_TITLE, //喜闻乐见的创建窗口函数CreateWindow WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL ); //【4】窗口创建四步曲之四:窗口的移动、显示与更新 MoveWindow(hwnd,150,20,WINDOW_WIDTH,WINDOW_HEIGHT,true); //调整窗口显示时的位置,使窗口左上角位于(150,20)处 ShowWindow( hwnd, nShowCmd ); //调用ShowWindow函数来显示窗口 UpdateWindow(hwnd); //对窗口进行更新,就像我们买了新房子要装修一样 //游戏资源的初始化,若初始化失败,弹出一个消息框,并返回FALSE if (!Game_Init (hwnd)) { MessageBox(hwnd, L"资源初始化失败", L"消息窗口", 0); //使用MessageBox函数,创建一个消息窗口 return FALSE; } PlaySound(L"君がいるから (Long Version).wav", NULL, SND_FILENAME | SND_ASYNC|SND_LOOP); //循环播放背景音乐 //【5】消息循环过程 MSG msg = { 0 }; //定义并初始化msg while( msg.message != WM_QUIT ) //使用while循环,如果消息不是WM_QUIT消息,就继续循环 { if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) ) //查看应用程序消息队列,有消息时将队列中的消息派发出去。 { TranslateMessage( &msg ); //将虚拟键消息转换为字符消息 DispatchMessage( &msg ); //分发一个消息给窗口程序。 } else { g_tNow = GetTickCount(); //获取当前系统时间 if(g_tNow-g_tPre >= 30) //当此次循环运行与上次绘图时间相差0.03秒时再进行重绘操作 Game_Paint(hwnd); } } //【6】窗口类的注销 UnregisterClass(L"ForTheDreamOfGameDevelop", wndClass.hInstance); //程序准备结束,注销窗口类 return 0; }
//-------------------------------------【 WndProc() 函数 】--------------------------------------------------------------- // 描述:窗口的过程函数,对窗口消息进行处理 //------------------------------------------------------------------------------------------------------------------------ LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { PAINTSTRUCT paintStruct; //记录一些绘制信息 switch (message) { case WM_PAINT: //若是客户区域重绘信息 g_hdc = BeginPaint(hwnd, &paintStruct); //指定窗口进行绘图工作的准备,并将和绘图有关的信息填充到 paintStruct 结构体中去。 Game_Paint(hwnd); EndPaint(hwnd, &paintStruct); //标记指定窗口绘图工作的结束 ValidateRect(hwnd, NULL); //更新客户区的显示 break; case WM_KEYDOWN: //若是键盘按下消息 if (wParam == VK_ESCAPE) //若是按下的键是 ESC { DestroyWindow(hwnd); //销毁窗口,并发送一条 WM_DESTORY 消息 } break; case WM_DESTROY: //若是窗口的销毁消息 Game_CleanUp(hwnd); PostQuitMessage(0); //向系统表明有个线程有终止请求,用来响应 WM_DESTORY 请求 break; default: return DefWindowProc(hwnd, message, wParam, lParam); } return 0; //正常退出 }
//-----------------------------------【WndProc( )函数】-------------------------------------- // 描述:窗口过程函数WndProc,对窗口消息进行处理 //------------------------------------------------------------------------------------------------ LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam ) { PAINTSTRUCT paintStruct; //定义一个PAINTSTRUCT结构体来记录一些绘制信息 switch( message ) //switch语句开始 { case WM_PAINT: // 若是客户区重绘消息 g_hdc = BeginPaint( hwnd, &paintStruct ); //指定窗口进行绘图工作的准备,并用将和绘图有关的信息填充到paintStruct结构体中。 Game_Paint( hwnd); EndPaint( hwnd, &paintStruct ); //EndPaint函数标记指定窗口的绘画过程结束 ValidateRect(hwnd, NULL); // 更新客户区的显示 break; //跳出该switch语句 case WM_KEYDOWN: // 若是键盘按下消息 if (wParam == VK_ESCAPE) // 如果被按下的键是ESC DestroyWindow(hwnd); // 销毁窗口, 并发送一条WM_DESTROY消息 break; //跳出该switch语句 case WM_DESTROY: //若是窗口销毁消息 Game_CleanUp(hwnd); //调用自定义的资源清理函数Game_CleanUp()进行退出前的资源清理 PostQuitMessage( 0 ); //向系统表明有个线程有终止请求。用来响应WM_DESTROY消息 break; //跳出该switch语句 default: //若上述case条件都不符合,则执行该default语句 return DefWindowProc( hwnd, message, wParam, lParam ); //调用缺省的窗口过程 } return 0; //正常退出 }
//消息处理函数 LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { PAINTSTRUCT paintStruct; switch (message) { case WM_PAINT: g_hdc = BeginPaint(hwnd, &paintStruct); Game_Paint(hwnd); EndPaint(hwnd, &paintStruct); //ValidateRect(hwnd, NULL); break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) { DestroyWindow(hwnd);//销毁窗体并发送一个WM_DESTROY消息 } break; case WM_DESTROY: Game_Cleanup(hwnd); PostQuitMessage(0); break; default: return DefWindowProc(hwnd, message, wParam, lParam); } return 0; }
//-----------------------------------【Game_Init( )函数】-------------------------------------- // 描述:初始化函数,进行一些简单的初始化 //------------------------------------------------------------------------------------------------ BOOL Game_Init( HWND hwnd ) { g_hdc = GetDC(hwnd); //获取设备环境句柄 //-----【位图绘制四步曲之一:加载位图】----- g_hBitmap = (HBITMAP)LoadImage(NULL,L"Naruto.bmp",IMAGE_BITMAP,WINDOW_WIDTH,WINDOW_HEIGHT,LR_LOADFROMFILE); //加载位图 //-----【位图绘制四步曲之二:建立兼容DC】----- g_mdc = CreateCompatibleDC(g_hdc); //建立兼容设备环境的内存DC Game_Paint(hwnd); ReleaseDC(hwnd,g_hdc); //释放设备环境 return TRUE; }
//-----------------------------------【Game_Init( )函数】-------------------------------------- // 描述:初始化函数,进行一些简单的初始化 //------------------------------------------------------------------------------------------------ BOOL Game_Init( HWND hwnd ) { g_hdc = GetDC(hwnd); //获取设备环境句柄 //-----【位图绘制四步曲之一:加载位图】----- //从文件加载3张位图 g_hBackGround = (HBITMAP)LoadImage(NULL,L"bg.bmp",IMAGE_BITMAP,WINDOW_WIDTH,WINDOW_HEIGHT,LR_LOADFROMFILE); g_hCharacter1 = (HBITMAP)LoadImage(NULL,L"character1.bmp",IMAGE_BITMAP,535,650,LR_LOADFROMFILE); g_hCharacter2 = (HBITMAP)LoadImage(NULL,L"character2.bmp",IMAGE_BITMAP,506,650,LR_LOADFROMFILE); //-----【位图绘制四步曲之二:建立兼容DC】----- g_mdc = CreateCompatibleDC(g_hdc); //建立兼容设备环境的内存DC Game_Paint(hwnd); ReleaseDC(hwnd,g_hdc); //释放设备环境 return TRUE; }
BOOL Game_Init(HWND hwnd) { srand((unsigned)time(NULL)); g_hdc = GetDC(hwnd); //1.加载位图 g_hBackground = (HBITMAP)LoadImage(NULL, L"bg.bmp", IMAGE_BITMAP, 800, 600, LR_LOADFROMFILE); g_hSprite1 = (HBITMAP)LoadImage(NULL, L"character1.bmp", IMAGE_BITMAP, 640, 579, LR_LOADFROMFILE); g_hSprite2 = (HBITMAP)LoadImage(NULL, L"character2.bmp", IMAGE_BITMAP, 800, 584, LR_LOADFROMFILE); //2.建立兼容的DC g_mdc = CreateCompatibleDC(g_hdc);//建立兼容设备环境的内存DC, 参数是与哪个设备兼容 Game_Paint(hwnd); ReleaseDC(hwnd, g_hdc); return TRUE; }
//-----------------------------------【Game_Init( )函数】-------------------------------------- // 描述:初始化函数,进行一些简单的初始化 //------------------------------------------------------------------------------------------------ BOOL Game_Init( HWND hwnd ) { srand((unsigned)time(NULL)); //用系统时间初始化随机种子 HBITMAP bmp; g_hdc = GetDC(hwnd); g_mdc = CreateCompatibleDC(g_hdc); //创建一个和hdc兼容的内存DC g_bufdc = CreateCompatibleDC(g_hdc);//再创建一个和hdc兼容的缓冲DC bmp = CreateCompatibleBitmap(g_hdc,WINDOW_WIDTH,WINDOW_HEIGHT); //建一个和窗口兼容的空的位图对象 SelectObject(g_mdc,bmp);//将空位图对象放到g_mdc中 //载入位图背景 g_hBackGround = (HBITMAP)LoadImage(NULL,L"bg.bmp",IMAGE_BITMAP,WINDOW_WIDTH,WINDOW_HEIGHT,LR_LOADFROMFILE); g_hStar = (HBITMAP)LoadImage(NULL,L"star.bmp",IMAGE_BITMAP,30,30,LR_LOADFROMFILE); GetClientRect(hwnd,&g_rect); //取得内部窗口区域的大小 Game_Paint(hwnd); return TRUE; }
//-------------------------------------【 Game_Init() 函数 】------------------------------------------------------------- // 描述:初始化函数,进行一些简单的初始化 //------------------------------------------------------------------------------------------------------------------------ BOOL Game_Init(HWND hwnd) { g_hdc = GetDC(hwnd); srand((unsigned)time(NULL)); //随机初始化画笔和画刷的颜色值 for (int i = 1; i <= 6; i++) { g_hpen[i] = CreatePen(g_iPenStyle[i], 1, RGB(rand() % 256, rand() % 256, rand() % 256)); if (i == 6) { g_hbrush[i] = CreateSolidBrush(RGB(rand() % 256, rand() % 256, rand() % 256)); } else { g_hbrush[i] = CreateHatchBrush(g_iBrushStyle[i], RGB(rand() % 256, rand() % 256, rand() % 256)); } } Game_Paint(hwnd); ReleaseDC(hwnd, g_hdc); return true; }
//主函数 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nShowCmd) { //1.设计一个完整的窗口类 WNDCLASSEX wndClass = { 0 };//定义一个窗口类 wndClass.cbSize = sizeof(WNDCLASSEX);//设置结构体的大小 wndClass.style = CS_HREDRAW | CS_VREDRAW;//设置窗口样式 wndClass.lpfnWndProc = WndProc;//设置消息处理函数 wndClass.cbClsExtra = 0;//窗口类的附加内存,一般设置为0 wndClass.cbWndExtra = 0;//窗口的附加内存,一般设置为0 wndClass.hInstance = hInstance;//包含窗体实例的程序的句柄 wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE);//设置一个图标 wndClass.hCursor = LoadCursor(NULL, IDC_ARROW); wndClass.hbrBackground = (HBRUSH)GetStockObject(DKGRAY_BRUSH);//指定一个灰色画刷句柄 wndClass.lpszClassName = NULL;//不需要下拉菜单 wndClass.lpszClassName = L"HWWND";//指定窗口类的名字 //2.注册窗口类 if (!RegisterClassEx(&wndClass)) return -1; //3.创建窗体 HWND hwnd = CreateWindow(L"HWWND", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL); //4.窗体移动,显示和更新 //MoveWindow(hwnd, 100, 100, WINDOW_WIDTH, WINDOW_HEIGHT, true); ShowWindow(hwnd, nShowCmd); //UpdateWindow(hwnd); //初始化游戏资源 if (!Game_Init(hwnd)) { MessageBox(hwnd, L"Faild!", L"Message", 0); return FALSE; } //PlaySound(L"仙剑·温慧.wav", NULL, SND_FILENAME | SND_ASYNC | SND_LOOP); //5.消息分发 MSG msg = { 0 }; while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg);//这个会把消息发送到winproc处理函数 } else { //这里处理游戏tick auto diff = std::chrono::system_clock::now() - tick; if (std::chrono::duration<double, std::milli>(diff).count() >= 33) { Game_Paint(hwnd); g_tPre = g_tNow; tick = std::chrono::system_clock::now(); } } } //6.注销窗体 UnregisterClass(L"HWWND", hInstance); return 0; }
BOOL Game_Init(HWND hwnd) { srand((unsigned)time(NULL)); //用系统时间初始化随机种子 HBITMAP bmp; g_hdc = GetDC(hwnd); g_mdc = CreateCompatibleDC(g_hdc); //创建一个和hdc兼容的内存DC g_bufdc = CreateCompatibleDC(g_hdc);//再创建一个和hdc兼容的缓冲DC bmp = CreateCompatibleBitmap(g_hdc, WINDOW_WIDTH, WINDOW_HEIGHT); //建一个和窗口兼容的空的位图对象 SelectObject(g_mdc, bmp);//将空位图对象放到mdc中 wchar_t filename[20]; //五叶站立 for (int i = 0; i<4; i++) { memset(filename, 0, sizeof(filename)); //filename的初始化 swprintf_s(filename, L"wy\\%d.bmp", i); //调用swprintf_s函数,“组装”出对应的图片文件名称 g_hWyStand[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); } //五叶移动 for (int i = 0; i < 8; i++){ memset(filename, 0, sizeof(filename)); swprintf_s(filename, L"wy\\wyyd\\wyyda%d.bmp", i); g_hWyMove[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); } //时间 for (int i = 0; i < 9; i++){ memset(filename, 0, sizeof(filename)); swprintf_s(filename, L"time\\5\\%d.bmp", i + 1); g_hTime[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); } //闪电技能 /*g_hMagic*/ for (int i = 0; i < 54; i++){ memset(filename, 0, sizeof(filename)); swprintf_s(filename, L"magic\\%d.bmp", i + 1); g_hMagic[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); } //小技能 //g_hXjn for (int i = 0; i < 34; i++){ memset(filename, 0, sizeof(filename)); swprintf_s(filename, L"xjn\\%d.bmp", i + 1); g_hXjn[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); } //载入一系列游戏资源图到位图句柄中 g_hGameOver = (HBITMAP)LoadImage(NULL, L"GameMedia\\gameover.bmp", IMAGE_BITMAP, 1086, 396, LR_LOADFROMFILE); //游戏结束位图 g_hVictory = (HBITMAP)LoadImage(NULL, L"GameMedia\\victory.bmp", IMAGE_BITMAP, 800, 600, LR_LOADFROMFILE); //游戏胜利位图 g_hBackGround = (HBITMAP)LoadImage(NULL, L"bg_al.bmp", IMAGE_BITMAP, 800, 600, LR_LOADFROMFILE); //背景位图 g_hMonsterBitmap = (HBITMAP)LoadImage(NULL, L"nw9.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); //怪物角色位图 g_hHeroBitmap = (HBITMAP)LoadImage(NULL, L"nr.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); //英雄角色位图 g_hHeroSkill1 = (HBITMAP)LoadImage(NULL, L"GameMedia\\heroslash.bmp", IMAGE_BITMAP, 364, 140, LR_LOADFROMFILE); //英雄1技能位图 g_hHeroSkill2 = (HBITMAP)LoadImage(NULL, L"GameMedia\\heromagic.bmp", IMAGE_BITMAP, 374, 288, LR_LOADFROMFILE); //英雄2技能位图 g_hHeroSkill3 = (HBITMAP)LoadImage(NULL, L"GameMedia\\herocritical.bmp", IMAGE_BITMAP, 574, 306, LR_LOADFROMFILE); //英雄3技能位图 g_hSkillButton1 = (HBITMAP)LoadImage(NULL, L"jnl.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); //g_hSkillButton1 = (HBITMAP)LoadImage(NULL,L"GameMedia\\skillbutton1.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE); //技能1图标位图 //g_hSkillButton2= (HBITMAP)LoadImage(NULL,L"GameMedia\\skillbutton2.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE); //技能2图标位图 //g_hSkillButton3= (HBITMAP)LoadImage(NULL,L"GameMedia\\skillbutton3.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE); //技能3图标位图 g_hcw = (HBITMAP)LoadImage(NULL, L"cw_tx.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); //技能4图标位图 g_hrw = (HBITMAP)LoadImage(NULL, L"rw_tx.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); g_hBossSkill1 = (HBITMAP)LoadImage(NULL, L"GameMedia\\monsterslash.bmp", IMAGE_BITMAP, 234, 188, LR_LOADFROMFILE); //怪物1技能位图 g_hBossSkill2 = (HBITMAP)LoadImage(NULL, L"GameMedia\\monstermagic.bmp", IMAGE_BITMAP, 387, 254, LR_LOADFROMFILE); //怪物2技能位图 g_hBossSkill3 = (HBITMAP)LoadImage(NULL, L"GameMedia\\monstercritical.bmp", IMAGE_BITMAP, 574, 306, LR_LOADFROMFILE); //怪物3技能位图 g_hSnow = (HBITMAP)LoadImage(NULL, L"GameMedia\\snow.bmp", IMAGE_BITMAP, 20, 20, LR_LOADFROMFILE); //雪花位图 g_hRecoverSkill = (HBITMAP)LoadImage(NULL, L"GameMedia\\recover.bmp", IMAGE_BITMAP, 150, 150, LR_LOADFROMFILE); //恢复技能位图 g_hSprite[0] = (HBITMAP)LoadImage(NULL, L"nr_mv.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); g_hSprite[1] = (HBITMAP)LoadImage(NULL, L"nr_st1.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); g_hBackGround_mv = (HBITMAP)LoadImage(NULL, L"bg1.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); g_hBackGround_mvzd = (HBITMAP)LoadImage(NULL, L"zd8.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); g_hxbk = (HBITMAP)LoadImage(NULL, L"xbk.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); g_hxbk2 = (HBITMAP)LoadImage(NULL, L"xbk3.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); for (int k = 0; k < 19; k++){ memset(filename, 0, sizeof(filename)); //filename的初始化 swprintf_s(filename, L"wy\\fight\\%d.bmp", k); //调用swprintf_s函数,“组装”出对应的图片文件名称 g_hWySkill[k] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); } //g_hWySkill = (HBITMAP)LoadImage(NULL, L"wy\\xbk2.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); GetClientRect(hwnd, &g_rect); //取得内部窗口区域的大小 Hero.NowHp = Hero.MaxHp = 500; //设定玩家生命值的当前值及上限 Hero.Level = 6; //设定玩家角色等级 Hero.NowMp = Hero.MaxMp = 60; //玩家魔法值的当前值及上限 Hero.Strength = 10; //设定英雄的力量值 Hero.Agility = 20; //设定英雄的敏捷值 Hero.Intelligence = 10; //设定英雄的智力值 Hero.x = 580; Hero.y = 269; Boss.NowHp = Boss.MaxHp = 500; //设定BOSS生命值的当前值及上限 Boss.Level = 10; //设定BOSS的等级 Boss.Strength = 10; //设定BOSS的力量值 Boss.Agility = 10; //设定BOSS的敏捷值 Boss.Intelligence = 10; //设定BOSS的智力值 Boss.x = 125; Boss.y = 100; Boss_wy.NowHp = Boss_wy.MaxHp = 500; //设定BOSS生命值的当前值及上限 Boss_wy.Level = 10; //设定BOSS的等级 Boss_wy.Strength = 10; //设定BOSS的力量值 Boss_wy.Agility = 10; //设定BOSS的敏捷值 Boss_wy.Intelligence = 10; //设定BOSS的智力值 Boss_wy.x = 140; Boss_wy.y = 140; g_iTxtNum = 0; //初始化显示消息数目 //HFONT hFont; hFont = CreateFont(20, 0, 0, 0, 700, 0, 0, 0, GB2312_CHARSET, 0, 0, 0, 0, TEXT("微软雅黑")); SelectObject(g_mdc, hFont); SetBkMode(g_mdc, TRANSPARENT); //设置文字显示背景透明 //g_iX = pt_canavailable[0].x; //g_iY = pt_canavailable[0].y; g_iX = 1587; g_iY = 950; g_iDirection = 3; g_iNum_mv = 0; canavailable = CreatePolygonRgn(pt_canavailable, 6, WINDING); cannotavailable1 = CreatePolygonRgn(pt_cannotavailable1, 4, WINDING); cannotavailable2 = CreatePolygonRgn(pt_cannotavailable2, 4, WINDING); cannotavailable3 = CreatePolygonRgn(pt_cannotavailable3, 4, WINDING); SetTimer(hwnd, 1, 200, NULL); if (nowscen == 1) Game_Fight(hwnd); //调用一次游戏Main函数 else Game_Paint(hwnd); return TRUE; }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { WNDCLASSEX wndClass = { 0 }; //用WINDCLASSEX定义了一个窗口类 wndClass.cbSize = sizeof(WNDCLASSEX); //设置结构体的字节数大小 wndClass.style = CS_HREDRAW | CS_VREDRAW; //设置窗口的样式 wndClass.lpfnWndProc = WndProc; //设置指向窗口过程函数的指针 wndClass.cbClsExtra = 0; //窗口类的附加内存,取0就可以了 wndClass.cbWndExtra = 0; //窗口的附加内存,依然取0就行了 wndClass.hInstance = hInstance; //指定包含窗口过程的程序的实例句柄。 wndClass.hIcon = (HICON)::LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE); //本地加载自定义ico图标 wndClass.hCursor = (HICON)::LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE); //指定窗口类的光标句柄。 wndClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); //为hbrBackground成员指定一个白色画刷句柄 wndClass.lpszMenuName = NULL; //用一个以空终止的字符串,指定菜单资源的名字。 wndClass.lpszClassName = L"ForTheDreamOfGameDevelop"; //用一个以空终止的字符串,指定窗口类的名字。 if (!RegisterClassEx(&wndClass)) //设计完窗口后,需要对窗口类进行注册,这样才能创建该类型的窗口 return -1; HWND hwnd = CreateWindow(L"ForTheDreamOfGameDevelop", WINDOW_TITLE, //喜闻乐见的创建窗口函数CreateWindow WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL); MoveWindow(hwnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true); //调整窗口显示时的位置,使窗口左上角位于(250,80)处 ShowWindow(hwnd, nShowCmd); //调用ShowWindow函数来显示窗口 UpdateWindow(hwnd); //对窗口进行更新,就像我们买了新房子要装修一样 //游戏资源的初始化,若初始化失败,弹出一个消息框,并返回FALSE if (!Game_Init(hwnd)) { MessageBox(hwnd, L"资源初始化失败", L"消息窗口", 0); //使用MessageBox函数,创建一个消息窗口 return FALSE; } PlaySound(L"GameMedia\\梦幻西游原声-战斗1-森林.wav", NULL, SND_FILENAME | SND_ASYNC | SND_LOOP); //循环播放背景音乐 hMenu = LoadMenu(hInstance, MAKEINTRESOURCE(123)); SetMenu(hwnd, hMenu); MSG msg = { 0 }; //定义并初始化msg while (msg.message != WM_QUIT) //使用while循环,如果消息不是WM_QUIT消息,就继续循环 { if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) //查看应用程序消息队列,有消息时将队列中的消息派发出去。 { TranslateMessage(&msg); //将虚拟键消息转换为字符消息 DispatchMessage(&msg); //分发一个消息给窗口程序。 } else { g_tNow = GetTickCount(); //获取当前系统时间 if (g_tNow - g_tPre >= 60){ if (nowscen == 1) Game_Fight(hwnd); else{ Game_Paint(hwnd); } } } } UnregisterClass(L"ForTheDreamOfGameDevelop", wndClass.hInstance); //程序准备结束,注销窗口类 return 0; }
//-----------------------------------【Game_Init( )函数】-------------------------------------- // 描述:初始化函数,进行一些简单的初始化 //------------------------------------------------------------------------------------------------ BOOL Game_Init( HWND hwnd ) { g_hdc = GetDC(hwnd); Game_Paint( hwnd); return TRUE; }