实现鼠标在移动的画布上绘制。并且实现了低的占用。分四种情况分别计算坐标,分别进行渲染
#include
#include
// 缓冲区纹理映射函数:bkmesh 映射目标,map 映射总网格,pentable:纹理集,bkmeshmapi,bkmeshmapj:映射起始点,tilenum:横,纵映射的数量,pixnum:一个映射块的边长,单位:像素。
void freshmesh(IMAGE* bkmesh, int** map, IMAGE* pentable, int bkmeshmapi, int bkmeshmapj, int tilenum, int pixnum)
{
int pennumber = 0; // 暂存每一次循环的映射代号
IMAGE pen = NULL; // 所找到的纹理
int left = 0; // 这是每次循环所找到的纹理对应映射地址
int top = 0;
SetWorkingImage(bkmesh); // 设置绘图目标为游戏背景采样区,刷新采样区,刷新寄存区
for (int i = bkmeshmapi; i < bkmeshmapi + tilenum; i++)
{
left = 0;
for (int j = bkmeshmapj; j < bkmeshmapj + tilenum; j++)
{
pennumber = map[i][j]; // 读取游戏大地图数组序号
pen = pentable[pennumber]; // 根据序号查找对应贴图
putimage(left, top, &pen); // 把贴图画到采样区
left += pixnum; // 往右移动,准备下一次绘制位置
}
top += pixnum; // 往下移动,准备下一次绘制位置
}
SetWorkingImage();
}
// 在纹理映射函数中产生的图片中截图,但此为演示参数作用,此处并未优化。
void freshbk(IMAGE* bk, IMAGE* bkmesh, int gamex, int gamey, int bkmeshmapi, int bkmeshmapj, int tilenum, int pixnum)
{
SetWorkingImage(bkmesh);
getimage(bk, gamex - bkmeshmapj * pixnum, gamey - bkmeshmapi * pixnum, tilenum * pixnum, tilenum * pixnum);
SetWorkingImage();
}
// 在屏幕显示截图
void showbk(IMAGE* bk, int bkdeskx, int bkdesky)
{
SetWorkingImage();
putimage(bkdeskx, bkdesky, bk);
}
// 在屏幕上显示缓冲区
void showbkmesh(IMAGE* bkmesh, int bkmeshdeskx, int bkmeshdesky)
{
SetWorkingImage();
putimage(bkmeshdeskx, bkmeshdesky, bkmesh);
}
int** initmap(int wide,int high)
{
int**map = new int* [high]; // 二维数组动态初始化,先给二级指针挂上一个长度为 10 的指针数组
for (int i = 0; i < high ; i++)
{
map[i] = new int[wide]; // 然后数组里的每个指针都挂上一个长度为 10 的 int 类型数组
}
for (int i = 0; i bkdeskleft && m.y > bkdesktop && m.x < bkdeskleft + 300 && m.y < bkdesktop + 300) // 如果之前不是长按状态 且按下左键时,鼠标在游戏背景区域内
{
drawflag = 1; // 才记录为正在绘制的状态
}
else if (drawflag==0&&draftflag==0&&m.x > 0 && m.y > 0 && m.x < 30 && m.y < 300)
{
pentake = m.y / 30; // 选择贴图对应的代号
}
break;
case WM_LBUTTONUP:
drawflag = 0;
break;
case WM_RBUTTONDOWN: // 鼠标右键拖动
if (draftflag==0&&m.x > bkdeskleft && m.y > bkdesktop && m.x < bkdeskleft + 270 && m.y < bkdesktop + 270)
{
draftflag = 1;
draftoldmx = m.x;
draftoldmy = m.y;
draftoldgamex = bkgameleft;
draftoldgamey = bkgametop;
}
break;
case WM_RBUTTONUP:
draftflag = 0;
bkgameleft = draftoldgamex - (m.x - draftoldmx); // bkgameleft - draftoldgamex =- (m.x - draftoldmx)
bkgametop = draftoldgamey - (m.y - draftoldmy); // bkgametop - draftoldgamey =- (m.y - draftoldmy)
break;
case WM_KEYDOWN:
switch (m.vkcode) // 键盘移动控制
{
case 0x41: // A
flag_x-=speed;
moveflag=1;
break;
case 0x57: // W
flag_y-=speed;
break;
case 0x44: // D
flag_x+=speed;
break;
case 0x53: // S
flag_y+=speed;
break;
}
break;
case WM_KEYUP:
switch(m.vkcode)
{
case 0x41: // A
flag_x=0;
break;
case 0x57: // W
flag_y=0;
break;
case 0x44: // D
flag_x=0;
break;
case 0x53: // S
flag_y=0;
break;
}
break;
default:
mousex=m.x;
mousey=m.y;
break;
}
}
// 开始根据指令运行坐标变化
if (draftflag == 1)
{
bkgameleft = draftoldgamex - (mousex - draftoldmx); // bkgameleft-draftoldgamex=-(m.x-draftoldmx)
bkgametop = draftoldgamey - (mousey - draftoldmy); // bkgametop-draftoldgamey=-(m.y - draftoldmy)
}
else if (drawflag == 1&&flag_x==0&&flag_y==0 &&drawoldmx!=mousex&&drawoldmy!=mousey&& mousex > bkdeskleft && mousey > bkdesktop && mousex < bkdeskleft + 300 && mousey < bkdesktop + 300)
{
// 注意不要越界,否则 gamex 为负数,导致数组越界闪退。
// 通过实现坐标变换与赋值达到修改游戏大地图(数组)
moveflag=0;
drawoldmx = mousex;
drawoldmy = mousey;
drawx = bkgameleft + (mousex - bkdeskleft); // drawx-bkgameleft=m.x-bkdeskleft 横坐标方向移动距离相同
drawy = bkgametop + (mousey - bkdesktop); // drawy-bkgametop=m.y-bkdesktop 纵坐标方向移动距离相同
map[drawy / pixnum][drawx / pixnum] = pentake; // 注意 map[y][x],而不是 map[x][y],因为判断第几行,是通过 y 来控制上下移动的,判断第几列,是通过 x 左右移动的。
} // 对绘制进行分类计算数据,剥离特殊情况的重复绘制,仅仅是 flag_x,或者flag_y不为零时取消重复绘制判断。
else if(drawflag == 1 && mousex > bkdeskleft && mousey > bkdesktop && mousex < bkdeskleft + 300 && mousey < bkdesktop + 300)
{
moveflag=1;
while(flag_x<-10) // 限制在合适速度范围
flag_x+=10;
while(flag_x>10)
flag_x-=10;
while(flag_y<-10)
flag_y+=10;
while(flag_y>10)
flag_y-=10;
bkgameleft+=flag_x;
bkgametop+=flag_y;
drawx = bkgameleft + (mousex - bkdeskleft); // drawx-bkgameleft=m.x-bkdeskleft 横坐标方向移动距离相同
drawy = bkgametop + (mousey - bkdesktop); // drawy-bkgametop=m.y-bkdesktop 纵坐标方向移动距离相同
map[drawy / pixnum][drawx / pixnum] = pentake; // 注意 map[y][x],而不是 map[x][y],因为判断第几行,是通过 y 来控制上下移动的,判断第几列,是通过 x 左右移动的。
}
else if(drawflag==0&&flag_x!=0||flag_y!=0)
{
moveflag=1;
while(flag_x<-10) // 限制在合适速度范围
flag_x+=10;
while(flag_x>10)
flag_x-=10;
while(flag_y<-10)
flag_y+=10;
while(flag_y>10)
flag_y-=10;
bkgameleft+=flag_x;
bkgametop+=flag_y;
}
else
{
// 既不绘制也不移动也不拖拽
}
// 根据计算出的坐标数据进行绘制
if(drawflag==1&&moveflag==0) // 简单的性能优化
{
freshmesh(bkmesh, map, pentable, bkmeshmapi, bkmeshmapj, 27, 30); // 刷新,重新映射,其实就是开头初始化的代码,这里是给了一个封装示例,但未进行性能优化
freshbk(bk, bkmesh, bkgameleft, bkgametop, bkmeshmapi, bkmeshmapj, 9, 30);
showbk(bk, bkdeskleft, bkdesktop);
showbkmesh(bkmesh, bkmeshdeskleft, bkmeshdesktop);
}
else if(drawflag==1&&moveflag==1)
{
if(bkgameleft<0) // 网格越界检测并调整
bkgameleft=0;
if(bkgametop<0)
bkgametop=0;
if(bkgameleft>30*300)
bkgameleft=30*300;
if(bkgametop>30*300)
bkgametop=30*300;
while (bkgameleft < bkmeshgameleft) // 更新游戏采样区坐标,一些简单换算
bkmeshgameleft -=270;
while (bkgametop bkmeshgameleft+270+270)
bkmeshgameleft += 270;
while(bkgametop>bkmeshgametop+270+270)
bkmeshgametop += 270;
bkmeshmapi = bkmeshgametop / pixnum;
bkmeshmapj = bkmeshgameleft / pixnum;
freshmesh(bkmesh, map, pentable, bkmeshmapi, bkmeshmapj, 27, 30);
freshbk(bk, bkmesh, bkgameleft, bkgametop, bkmeshmapi, bkmeshmapj, 9, 30);
showbkmesh(bkmesh, bkmeshdeskleft, bkmeshdesktop);
showbk(bk, bkdeskleft, bkdesktop);
}
else if(moveflag==1) // 分类渲染,drawflag==0 时
{
if(bkgameleft<0) // 网格越界检测并调整
bkgameleft=0;
if(bkgametop<0)
bkgametop=0;
if(bkgameleft>30*300)
bkgameleft=30*300;
if(bkgametop>30*300)
bkgametop=30*300;
while (bkgameleft < bkmeshgameleft) // 更新游戏采样区坐标,一些简单换算
bkmeshgameleft -=270;
while (bkgametop bkmeshgameleft+270+270)
bkmeshgameleft += 270;
while(bkgametop>bkmeshgametop+270+270)
bkmeshgametop += 270;
bkmeshmapi = bkmeshgametop / pixnum;
bkmeshmapj = bkmeshgameleft / pixnum;
if(oldbkmeshgamex!=bkmeshgameleft||oldbkmeshgamey!=bkmeshgametop) // 判断是否更新采样区
{
freshmesh(bkmesh, map, pentable, bkmeshmapi, bkmeshmapj, 27, 30);
oldbkmeshgamex=bkmeshgameleft;
oldbkmeshgamey=bkmeshgametop;
showbkmesh(bkmesh, bkmeshdeskleft, bkmeshdesktop);
}
freshbk(bk, bkmesh, bkgameleft, bkgametop, bkmeshmapi, bkmeshmapj, 9, 30);
showbk(bk, bkdeskleft, bkdesktop);
}
else if(draftflag) // 分类渲染-只拖拽
{
if(bkgameleft<0) // 网格越界检测并调整
bkgameleft=0;
if(bkgametop<0)
bkgametop=0;
if(bkgameleft>30*300)
bkgameleft=30*300;
if(bkgametop>30*300)
bkgametop=30*300;
while (bkgameleft < bkmeshgameleft) // 更新游戏采样区坐标,一些简单换算
bkmeshgameleft -=270;
while (bkgametop bkmeshgameleft+270+270)
bkmeshgameleft += 270;
while(bkgametop>bkmeshgametop+270+270)
bkmeshgametop += 270;
bkmeshmapi = bkmeshgametop / pixnum;
bkmeshmapj = bkmeshgameleft / pixnum;
if(oldbkmeshgamex!=bkmeshgameleft||oldbkmeshgamey!=bkmeshgametop) // 判断是否更新采样区
{
freshmesh(bkmesh, map, pentable, bkmeshmapi, bkmeshmapj, 27, 30);
oldbkmeshgamex=bkmeshgameleft;
oldbkmeshgamey=bkmeshgametop;
showbkmesh(bkmesh, bkmeshdeskleft, bkmeshdesktop);
}
freshbk(bk, bkmesh, bkgameleft, bkgametop, bkmeshmapi, bkmeshmapj, 9, 30);
showbk(bk, bkdeskleft, bkdesktop);
}
Sleep(20); // 休眠 20 毫秒,减少 CPU 占用
}
return 0;
}
// 边界 2.55GHz 3%占用,内部 2.45Ghz