【游戏程序设计】键盘交互

键盘控制小人的行动。windows

运行结果:数组

源代码:函数

#include <windows.h>
#include <tchar.h>													//使用swprintf_s函数所需的头文件 
#pragma comment(lib, "winmm.lib")									//调用PlaySound函数所需库文件t

#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"【游戏程序设计】键盘交互"

HINSTANCE hInst;
HDC hdc, mdc, bufdc;
HBITMAP hBackGround, g_hSprite[4];									//声明位图数组用来存储人物位图
DWORD g_tNow, g_tPre;					//两个变量记录时间,g_tPre记录上一次绘图的时间,g_tNow记录这次准备绘图的时间
int g_iNum, g_iX, g_iY;											//g_iNum用来记录图号,g_iX,g_iY分别表示贴图的横纵坐标
int g_iDirection;													//人物移动方向,0,1,2,3表明人物上下左右方向的移动
HWND hwnd;
int  MyWindowClass(HINSTANCE);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyDraw(HWND);

/*****************************************************************************************************************
在不一样的应用程序中,在此处添加相关的全局变量
******************************************************************************************************************/
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPreInstace,
									LPSTR lpCmdLine, int nCmdShow) 
{
	MyWindowClass(hInstance);
	PlaySound(L"sound.wav", NULL, SND_FILENAME| SND_ASYNC| SND_LOOP);	//循环播放背景音乐
	if(!InitInstance(hInstance, nCmdShow))
		return FALSE;
	MSG msg = {0};
	while(msg.message != WM_QUIT) 
	{
		if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			g_tNow = GetTickCount();										//获取系统时间
			if(g_tNow - g_tPre >= 100)
			{
				MyDraw(hwnd);
				g_tPre = GetTickCount();									//记录这次绘图时间
			}
		}
	}

	return 0;
}

int MyWindowClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;
	wcex.cbSize = sizeof(WNDCLASSEX);
	wcex.style = CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc = WndProc;
	wcex.cbClsExtra = 0;
	wcex.cbWndExtra = 0;
	wcex.hInstance = hInstance;
	wcex.hIcon = NULL;
	wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
	wcex.lpszMenuName = NULL;
	wcex.lpszClassName = L"gamebase";
	wcex.hIconSm = NULL;

	return RegisterClassEx(&wcex); 
}

BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
	hInst = hInstance;
	hwnd = CreateWindow(L"gamebase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, 
		CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
	if(!hwnd)
		return FALSE;
	MoveWindow(hwnd, 10, 10, WINDOW_WIDTH, WINDOW_HEIGHT, true);
	ShowWindow(hwnd, nCmdShow);
	UpdateWindow(hwnd);

	hdc = GetDC(hwnd);
	mdc = CreateCompatibleDC(hdc);
	bufdc = CreateCompatibleDC(hdc);
	//首先在内存dc中建立一张图为背景图,用以从bufdc中映射图片,此不可省略
	HBITMAP bmp = CreateCompatibleBitmap(hdc, WINDOW_WIDTH, WINDOW_HEIGHT);
	SelectObject(mdc, bmp);
	//设定人物贴图初始位置和移动方向
	g_iX = 150;
	g_iY = 350;
	g_iDirection = 3;
	g_iNum = 0;

	//加载各类跑动图及背景图,这里以0,1,2,3来表明人物的上下左右移动
	wchar_t filename[20];
	for(int i = 0; i != 4; ++i)
	{
		swprintf_s(filename, L"go%d.bmp", i);
		g_hSprite[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 480, 216, LR_LOADFROMFILE);
	}
	hBackGround = (HBITMAP)LoadImage(NULL, L"bg.bmp", IMAGE_BITMAP, WINDOW_WIDTH, WINDOW_HEIGHT, LR_LOADFROMFILE);

	return TRUE;
}

LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	PAINTSTRUCT ps;

	switch(message)
	{
	case WM_KEYDOWN:										//按下键盘消息
		switch(wParam)										//判断按键的虚拟键码
		{
		case VK_ESCAPE:										//按下【Esc】键
			DestroyWindow(hwnd);
			break;
		case VK_UP:											//按下【上】键
			g_iY -= 10;
			if(g_iY < 0)
				g_iY = 0;
			g_iDirection = 0;
			break;
		case VK_DOWN:										//按下【下】键
			g_iY += 10;
			if(g_iY > WINDOW_HEIGHT - 140)
				g_iY =  WINDOW_HEIGHT - 140;
			g_iDirection = 1;
			break;
		case VK_LEFT:										//按下【左】键
			g_iX -= 10;
			if(g_iX < 0)
				g_iX = 0;
			g_iDirection = 2;
			break;
		case VK_RIGHT:										//按下【右】键
			g_iX += 10;
			if(g_iX > WINDOW_WIDTH - 75)
				g_iX = WINDOW_WIDTH - 75;
			g_iDirection = 3;
			break;
		}
		break;
/**************************************************************************************************************
在退出程序前,每每在此处删除建立的相关资源
***************************************************************************************************************/
	case WM_DESTROY:
		for(int i = 0; i != 4; ++i)
			DeleteObject(g_hSprite[i]);
		DeleteObject(hBackGround);
		DeleteDC(mdc);
		DeleteDC(bufdc);
		ReleaseDC(hwnd, hdc);
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hwnd, message, wParam, lParam);
	}
	return 0;
}
/***************************************************************************************************************
在函数MyDraw()中进行相关绘制工做
****************************************************************************************************************/
void MyDraw(HWND hwnd)
{
	//先在mdc中贴上背景图
	//不可直接映射到mdc上,由于以前的位图无法被覆盖
	SelectObject(bufdc, hBackGround);
	BitBlt(mdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, bufdc, 0, 0, SRCCOPY);
	//按照目前的移动方向取出对应人物的连续走动图,并肯定截取人物图的宽度与高度
	SelectObject(bufdc, g_hSprite[g_iDirection]);
	BitBlt(mdc, g_iX, g_iY, 60, 108, bufdc, g_iNum*60, 108, SRCAND);
	BitBlt(mdc, g_iX, g_iY, 60, 108, bufdc, g_iNum*60, 0, SRCPAINT);
	//将最后的画面显示在窗口中
	BitBlt(hdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, mdc, 0, 0, SRCCOPY);

	++g_iNum;														//下一张位图
	if(g_iNum == 8)
		g_iNum = 0;
}