VOID TimerUpdate(HWND hWnd, WPARAM wParam, LPARAM lParam) { HeroUpdate(); TerrianUpdate(); GameStatusUpdate(); InvalidateRect(hWnd, NULL, FALSE); }
VOID TimerUpdate(HWND hWnd, WPARAM wParam, LPARAM lParam) { if (wParam == TIMER_ID) { HeroUpdate(); BackgroundUpdate(); TerrianUpdate(); if (GameStart) { GameStatusUpdate(); OthersUpdate(); CoinUpdate(); MissileUpdate(); LaserUpdate(); BOOL judgecollision = CheckCollision(); if (judgecollision) { m_hero.life--; if (!m_hero.life) { m_hero.alive = FALSE; IsOnFire = FALSE; //KillTimer(hWnd, TIMER_ID); //KillTimer(hWnd, SCORE_ID); } else { m_hero.invincible = 100; for (int i = 0; i < MAX_LASER_NUM; i++) { m_laser[i].blink = FALSE; } } m_missile.active = FALSE; } } } if (wParam == SCORE_ID) { //GameStatusUpdate(); ScorePerFrame++; if (LaserRandom >= 9) LaserRandom -= 3; if (MissileRandom >= 90) MissileRandom -= 30; } if (wParam == ENDING_ID) { CharacterCount++; } InvalidateRect(hWnd, NULL, FALSE); }