[游戏模版14] Win32 键盘控制

 

>_<:compared with the previous article,this one only adds key-message listener.

>_<:up down left right control the roal movement.

 1 LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)

 2 {

 3     int wmId, wmEvent;

 4     PAINTSTRUCT ps;

 5 

 6     switch (message)

 7     {

 8     case WM_KEYDOWN:

 9         switch(wParam)

10         {

11              case VK_UP:

12                  y-=20;

13                  if(y<0)y+=480;

14                  break;

15              case VK_DOWN:

16                  y=(y+20)%480;

17                  break;

18              case VK_LEFT:

19                  speed-=10;

20                  if(speed<0)speed=0;

21                  SetTimer(hWnd,1,speed,NULL);

22                  break;

23              case VK_RIGHT:

24                  speed+=10;

25                  if(speed>300)speed=300;

26                  SetTimer(hWnd,1,speed,NULL);

27                  break;

28         }

29         break;

30     case WM_TIMER:

31         MyPaint(hdc);

32         break;

33     case WM_COMMAND:

34         wmId    = LOWORD(wParam);

35         wmEvent = HIWORD(wParam);

36         // 分析菜单选择:

37         switch (wmId)

38         {

39         case IDM_EXIT:

40             DestroyWindow(hWnd);

41             break;

42         default:

43             return DefWindowProc(hWnd, message, wParam, lParam);

44         }

45         break;

46     case WM_PAINT:

47         hdc = BeginPaint(hWnd, &ps);

48         // TODO: 在此添加任意绘图代码...

49         EndPaint(hWnd, &ps);

50         break;

51     case WM_DESTROY:

52         DeleteDC(mdc);

53         ReleaseDC(hWnd,hdc);

54         DeleteObject(bg);

55         DeleteObject(dra);

56         KillTimer(hWnd,1);

57         PostQuitMessage(0);

58         break;

59     default:

60         return DefWindowProc(hWnd, message, wParam, lParam);

61     }

62     return 0;

63 }

 1 // stdafx.h : include file for standard system include files,

 2 //  or project specific include files that are used frequently, but

 3 //      are changed infrequently

 4 //

 5 

 6 #if !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)

 7 #define AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_

 8 

 9 #if _MSC_VER > 1000

10 #pragma once

11 #endif // _MSC_VER > 1000

12 

13 #define WIN32_LEAN_AND_MEAN        // Exclude rarely-used stuff from Windows headers

14 

15 

16 // Windows Header Files:

17 #include <windows.h>

18 

19 // C RunTime Header Files

20 #include <stdlib.h>

21 #include <malloc.h>

22 #include <memory.h>

23 #include <tchar.h>

24 

25 // Local Header Files

26 

27 // TODO: reference additional headers your program requires here

28 

29 //{{AFX_INSERT_LOCATION}}

30 // Microsoft Visual C++ will insert additional declarations immediately before the previous line.

31 

32 #endif // !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
StdAfx.h
 1 //{{NO_DEPENDENCIES}}

 2 // Microsoft Visual C++ generated include file.

 3 // Used by FE.RC

 4 //

 5 #define IDR_MAINFRAME                    128

 6 #define IDD_FE_DIALOG        102

 7 #define IDD_ABOUTBOX                    103

 8 #define IDS_APP_TITLE                    103

 9 #define IDM_ABOUT                        104

10 #define IDM_EXIT                        105

11 #define IDS_HELLO                        106

12 #define IDI_FE                107

13 #define IDI_SMALL                        108

14 #define IDC_FE                109

15 #define IDC_MYICON                        2

16 #define IDC_STATIC                        -1

17 // Next default values for new objects

18 //

19 #ifdef APSTUDIO_INVOKED

20 #ifndef APSTUDIO_READONLY_SYMBOLS

21 

22 #define _APS_NEXT_RESOURCE_VALUE        129

23 #define _APS_NEXT_COMMAND_VALUE         32771

24 #define _APS_NEXT_CONTROL_VALUE         1000

25 #define _APS_NEXT_SYMED_VALUE           110

26 #endif

27 #endif
resourse.h
#include "stdafx.h"

#include "resourse.h"



#define MAX_LOADSTRING 100



// Global Variables:

HINSTANCE hInst;                                // current instance

TCHAR szTitle[MAX_LOADSTRING];                                // The title bar text

TCHAR szWindowClass[MAX_LOADSTRING];                                // The title bar text

HBITMAP dra,bg;//背景和恐龙

HDC hdc,mdc,bufdc;//窗口DC.存储贴到窗口上的内容并透明处理.选取位图用的DC

HWND hWnd;

DWORD tPre,tNow,tCheck;

int x,y,num,speed=200;//恐龙坐标



// Foward declarations of functions included in this code module:

ATOM                MyRegisterClass(HINSTANCE hInstance);

BOOL                InitInstance(HINSTANCE, int);

LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);

LRESULT CALLBACK    About(HWND, UINT, WPARAM, LPARAM);

void                MyPaint(HDC hdc);

//========================================================================================

int APIENTRY WinMain(HINSTANCE hInstance,

                     HINSTANCE hPrevInstance,

                     LPSTR     lpCmdLine,

                     int       nCmdShow)

{

     // TODO: Place code here.

    MSG msg;



    MyRegisterClass(hInstance);//调用函数向系统注册窗口类别,输入参数hInstance是目前运行程序的对象代码;



    // 调用InitInstance函数,进行初始化操作;

    if (!InitInstance (hInstance, nCmdShow))

    {

        return FALSE;

    }



    // 消息循环(通过消息循环来获取信息,

    //进行必要的键盘信息转换而后将控制权交给操作系统,

    //有操作系统决定哪个程序的消息处理函数处理消息

    while (msg.message!=WM_QUIT) //不是窗口结束消息WM_QUIT,则继续循环

    {

        if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))//PeekMessage()函数来检测目前是否有消息处理(检测到0,否则1)

        {                                       //------------|不能用GetMassage()换,因为它只有取得WM_QUIT时才返回0,其他返回非0,错误返回-1

            TranslateMessage(&msg);//转换伪码及字符

            DispatchMessage(&msg);//将控制权交给系统,再有系统决定负责处理消息的程序;



        }

        else//当此次循环运行与上次绘图时间相差0.1秒时再进行重绘操作

        {

            tNow=GetTickCount();//取得从开始到现在运行的时间百万分之一秒

            if(tNow-tPre>=200)MyPaint(hdc);    //tPre前次绘图的时间;计算上次绘图到这次循环之间的时间

        }                                   //------------|若相差100个单位进行一次绘图操作,通过这

    }                                       //------------|个操作可以调整运行快慢



    return msg.wParam;

}

//=====================================================================================







//=============================================================================================

//在建立程序窗口实体之前,必须先定义一个窗口类别,其中包含所要建立窗口的信息,

//并向系统注册,这里的MyRegisterClass函数就是进行定义及注册窗口类别的函数。

//==============================================================================================

ATOM MyRegisterClass(HINSTANCE hInstance)

{

    WNDCLASSEX wcex;            //申请一个窗口类别“WNDCLASSEX”和结构”wcex“

                                //--------------------------------------------------------------

                                //定义vcex结构的各项信息,其中设定信息处理函数(lpfnWndProc)

                                //为WNDPROC,类别名称为(lpszClassName)为”fe";

                                //--------------------------------------------------------------

    wcex.cbSize = sizeof(WNDCLASSEX);



    wcex.style            = CS_HREDRAW | CS_VREDRAW;

    wcex.lpfnWndProc    = (WNDPROC)WndProc;

    wcex.cbClsExtra        = 0;

    wcex.cbWndExtra        = 0;

    wcex.hInstance        = hInstance;

    wcex.hIcon            = NULL;

    wcex.hCursor        = NULL;

    wcex.hCursor        = LoadCursor(NULL,IDC_ARROW);

    wcex.hbrBackground    = (HBRUSH)(COLOR_WINDOW+1);

    wcex.lpszMenuName    = NULL;

    wcex.lpszClassName    = "fe";

    wcex.hIconSm        = NULL;



    return RegisterClassEx(&wcex);//调用RegisterClassEx函数注册类别,返回一个“ATOM"形态的字符串

                                  //此字符串即为类别名称”fe";

}

//============================================================================================





//============================================================================================

//按照前面所定义的窗口类别来建立并显示实际的程序窗口

//============================================================================================

BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)

{

   char filename[20]="";

   HBITMAP bmp;

   hInst = hInstance; // 把instance handle 储存在全局变量中;



   hWnd = CreateWindow("fe","绘图窗口",WS_OVERLAPPEDWINDOW,

      CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);

                      //-----------------------------------------------

                      //调用CreateWindow函数来建立一个窗口对象

                      //第一个参数就是窗口建立依据的类别名称

                      //-----------------------------------------------

   if (!hWnd)

   {

      return FALSE;

   }

   //------------------------------------------------

   //设定窗口的位置及窗口的大小,然后绘制显示在设备上

   //-------------------------------------------------

   MoveWindow(hWnd,10,10,640,480,true);//位置及大小

   ShowWindow(hWnd, nCmdShow);//改定窗口显示时的状态

   UpdateWindow(hWnd);//将窗口绘制在显示设备上



   hdc=GetDC(hWnd);

   mdc=CreateCompatibleDC(hdc);

   bufdc=CreateCompatibleDC(hdc);



   bmp=CreateCompatibleBitmap(hdc,640,480);//后面的位图处理是在bmp中进行

   SelectObject(mdc,bmp);



   dra=(HBITMAP)LoadImage(NULL,"dra.bmp",IMAGE_BITMAP,760,200,LR_LOADFROMFILE);

   bg=(HBITMAP)LoadImage(NULL,"bg.bmp",IMAGE_BITMAP,640,480,LR_LOADFROMFILE);



   num=0;

   x=500;//起始坐标

   y=300;

   SetTimer(hWnd,1,200,NULL);

   MyPaint(hdc);



   return TRUE;

}

//============================================================================================





//============================================================================================

//

//============================================================================================

void MyPaint(HDC hdc)

{

    if(num==8)num=0;

    if(tNow-tCheck>=200)//判断此次绘图时间由前一秒算起是否已经达到1秒钟的时间间隔

    {

        tCheck=tNow;//并重设下一次起始时间

    }



    SelectObject(bufdc,bg);//在mdc上贴上背景图

    BitBlt(mdc,0,0,640,480,bufdc,0,0,SRCCOPY);



    SelectObject(bufdc,dra);//在mdc上透明处理

    BitBlt(mdc,x,y,100,100,bufdc,num*100,100,SRCAND);

    BitBlt(mdc,x,y,100,100,bufdc,num*100,0,SRCPAINT);



    BitBlt(hdc,0,0,640,480,mdc,0,0,SRCCOPY);//将最后的画面显示在窗口上



    tPre=GetTickCount();//记录此次绘图的时间



    num++;



    x-=20;//记录下次贴图的坐标

    if(x<=-95)x=640;

}

//============================================================================================





//============================================================================================

//在前面定义类别的时候把WndProc定义为消息处理函数(当某些外部消息发生时,会按消息的类型

//来决定该如何进行处理。此外该函数也是一个回叫函数(CALLBACK)(windows系统函数)每一个

//程序都会接收信息,选择性接受、处理;

//============================================================================================

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)

{

    int wmId, wmEvent;

    PAINTSTRUCT ps;



    switch (message)

    {

    case WM_KEYDOWN:

        switch(wParam)

        {

             case VK_UP:

                 y-=20;

                 if(y<0)y+=480;

                 break;

             case VK_DOWN:

                 y=(y+20)%480;

                 break;

             case VK_LEFT:

                 speed-=10;

                 if(speed<0)speed=0;

                 SetTimer(hWnd,1,speed,NULL);

                 break;

             case VK_RIGHT:

                 speed+=10;

                 if(speed>300)speed=300;

                 SetTimer(hWnd,1,speed,NULL);

                 break;

        }

        break;

    case WM_TIMER:

        MyPaint(hdc);

        break;

    case WM_COMMAND:

        wmId    = LOWORD(wParam);

        wmEvent = HIWORD(wParam);

        // 分析菜单选择:

        switch (wmId)

        {

        case IDM_EXIT:

            DestroyWindow(hWnd);

            break;

        default:

            return DefWindowProc(hWnd, message, wParam, lParam);

        }

        break;

    case WM_PAINT:

        hdc = BeginPaint(hWnd, &ps);

        // TODO: 在此添加任意绘图代码...

        EndPaint(hWnd, &ps);

        break;

    case WM_DESTROY:

        DeleteDC(mdc);

        ReleaseDC(hWnd,hdc);

        DeleteObject(bg);

        DeleteObject(dra);

        KillTimer(hWnd,1);

        PostQuitMessage(0);

        break;

    default:

        return DefWindowProc(hWnd, message, wParam, lParam);

    }

    return 0;

}



//============================================================================================

 

 

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