[游戏模版13] 透明贴图 主角移动
时间:2014-05-18 01:39:27
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>_<:just add previous two ways to achieve this new result
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_)
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
#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;//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 i; switch (message) //判断消息类型,不是WM_QUIT,则循环结束,否则则进行循环 { case WM_TIMER: //时间消息 MyPaint(hdc); break; case WM_DESTROY: //处理窗口结束消息 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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