void MainLoop(int elapseT) { //g_bullet.Y += 3; velY += 0.01f; if (GetAsyncKeyState(VK_SPACE) & 0x8000) { //g_bullet.Y -= 6; velY -= 0.05f; } g_bullet.Y += (int)(velY * elapseT); if (g_bullet.Y < 0) { velY = 0; g_bullet.Y = 0; } if (g_bullet.Y >= 550) { velY = 0; g_bullet.Y = 550; } g_X += (elapseT * 0.1f); //g_bullet.X = (int)g_X; g_bulletSrc = GetAnimationRect(elapseT); g_explosion = GetAnimationRect2(elapseT); g_block.X -= (int)(elapseT * 0.2f); if (g_block.X <= -200) { g_block.X = 1000; g_block.Y = rand()%600 + 100; } g_block2.X -= (int)(elapseT * 0.2f); if (g_block2.X <= -200) { g_block2.X = 1000; g_block2.Height = rand()%400 + 100; } g_isCollision = false; if (g_bullet.IntersectsWith(g_block)) g_isCollision = true; if (g_bullet.IntersectsWith(g_block2)) g_isCollision = true; if (g_X > 1000) g_X = 0; ++frame; frameT += elapseT; if (frameT > 1000) { std::wstringstream ss; ss << frame; frameStr = ss.str(); frame = 0; frameT = 0; } ::InvalidateRect(g_hWnd, NULL, FALSE); }