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New Boy —— 房东的猫
之前都用Sleep()来控制画面帧率,忽略了绘制画面的时间
如果绘制画面需要很长的时间,那么就不能忽略了。
并且Sleep()函数也不是特别准确,那么就要精准控制帧率了
开始时间 结束时间 频率F
LARGE_INTEGER startCount,endCount,F;
获取计数器累加频率
QueryPerformanceFrequency(&F);
获取当前的计数值
QueryPerformanceCounter(&startCount);//获取起始计数,并保存在startCount里面
获取终止计数
QueryPerformanceCounter(&endCount);
计算时差
long long elapse=(endCount.QuadPart-startCount.QuadPart)*1000000/F.QuadPart;//根据LARGE_INTEGER的定义,elapse必须是long long 类型的
查询是否超时
while (elapse < 1000000 / 60){//最长等待时间为60帧每秒
Sleep(1);//先休眠1ms,防止CPU使用率过高
QueryPerformanceCounter(&endCount);
elapse = (endCount.QuadPart - startCount.QuadPart) * 1000000 / F.QuadPart;
}
这时候如果执行代码会发现,虽然我们指定了Sleep(1),但是还是休眠了15ms
要解决这个问题,就要加上
timeBeginPeriod(1);//改变定时器时钟分辨率为1ms
timeEndPeriod(1);
这里如果运行的话会报错,因为
timeBeginPeriod()和 timeEndPeriod()的实现在 库winmm.lib中
解决方法如下
BeginBatchDraw();
EndBatchDraw();
下面咱们来看一个打气球小游戏,把上面的帧率控制代码进行实操
//看着气球在画面中是分散的,其实可以把他们想象成是在一个数组里面的,然后进行操作
#include
#include
#include
#define WIDTH 800//窗体宽度
#define HEIGHT 600//窗体高度
#define NUM 5//窗体中的气球数量
#define RADIUS 30//气球半径
//保存气球的各项数据
typedef struct {
int x;
int y;
int r;//半径
int v;//速度
COLORREF color;
}balloon;
//生成气球,并初始化
balloon generateBalloon()//因为arrBalloons[]是balloon类型的,所以generateBalloon()也应该是balloon类型的
{
balloon b;
int m, n;
m = 100;
n = 700;
b.x = rand() % (n - m + 1) + m;
b.y = HEIGHT;
b.r = RADIUS;
m = 1;
n = 3;
b.v = rand() % (n - m + 1) + m;
b.color = RGB(rand() % 256, rand() % 256, rand() % 256);
return b;
}
int main()
{
initgraph(WIDTH, HEIGHT);
setbkcolor(WHITE);
cleardevice();
balloon arrBalloons[NUM];//保存目前窗体出现的气球数量
for (int i = 0; i < NUM; i++)//给每一个气球赋值(大小,颜色)
{
arrBalloons[i] = generateBalloon();
}
int current = NUM;//当前出现的气球数量
int mouseX = 0, mouseY = 0;//鼠标位置
timeBeginPeriod(1);
LARGE_INTEGER startCount, endCount, F;
QueryPerformanceFrequency(&F);
BeginBatchDraw();
while (1)
{
QueryPerformanceCounter(&startCount);
cleardevice();
for (int i = 0; i < NUM; i++)//绘制气球
{
setfillcolor(arrBalloons[i].color);
solidcircle(arrBalloons[i].x, arrBalloons[i].y, arrBalloons[i].r);
}
for (int i = 0; i < NUM; i++)//移动气球
{
arrBalloons[i].y -= arrBalloons[i].v;
}
int i = 0;
while (i < current)
{
int y = arrBalloons[i].y;
if (y < -RADIUS)//气球飞出窗体
{
for (int j = i; j < current - 1; j++)//删除飞出的气球
{
arrBalloons[j] = arrBalloons[j + 1];
}
current--;
}
else
{
i++;
}
}
if (current < NUM)//新增气球
{
arrBalloons[current] = generateBalloon();
current++;
}
//绘制准心
setlinecolor(RGB(237, 178, 29));
setlinestyle(PS_SOLID, 3);
circle(mouseX, mouseY, 20);
line(mouseX - 20, mouseY, mouseX + 20, mouseY);//准心使用了mouseX,mouseY,便于准心可以与鼠标指针一起移动
line(mouseX, mouseY - 20, mouseX, mouseY + 20);
QueryPerformanceCounter(&endCount);
long long elapse = (endCount.QuadPart - startCount.QuadPart) * 1000000 / F.QuadPart;
while (elapse < 1000000 / 60)//最长等待时间为60帧每秒
{
Sleep(1);
ExMessage msg;
bool isOK = peekmessage(&msg, EX_MOUSE);
if (isOK = true)
{
if (msg.message == WM_MOUSEMOVE)//鼠标移动消息
{ //更新鼠标位置
mouseX = msg.x;
mouseY = msg.y;
}
else if (msg.message == WM_LBUTTONDOWN)//鼠标点击消息
{
int i = 0;
while (i < current)
{
int ballX = arrBalloons[i].x;
int ballY = arrBalloons[i].y;
int distance = (int)sqrt(pow(ballY - msg.y, 2) + pow(ballX - msg.x, 2));
if (distance < RADIUS)//如果点击到了气球,就把气球删除
{
for (int j = i; j < current - 1; j++)
{
arrBalloons[j] = arrBalloons[j + 1];
}
current--;
}
else
{
i++;
}
}
}
}
QueryPerformanceCounter(&endCount);
elapse = (endCount.QuadPart - startCount.QuadPart) * 1000000 / F.QuadPart;
}
FlushBatchDraw();
}
EndBatchDraw();
timeEndPeriod(1);
closegraph();
return 0;
}
//看着气球在画面中是分散的,其实可以把他们想象成是在一个数组里面的,然后进行操作
Code over!