win32_吃砖块游戏
// 吃砖块.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "resource.h" #include <math.h> #include <stdio.h> #define MAX_LOADSTRING 100 //在窗口范围内随机生成一个位置 int RandPos() { return rand()%501; } //在指定的位置绘制一个砖块 //@hdc 绘制设备句柄 //@x,y 位置 //@s 砖块大小 //@bPlayer 标记是否为玩家砖块 void DrawBrick(HDC hdc, int x, int y, int s, int bPlayer) { HBRUSH brush; brush = bPlayer?CreateSolidBrush(RGB(255,0,0)):CreateSolidBrush(RGB(0,255,0)); RECT rc; rc.top = y - s/2; rc.left = x - s/2; rc.bottom = y + s/2; rc.right = x + s/2; FillRect(hdc,&rc,brush); DeleteObject(brush); } //判断两个同样大小的砖块是否在空间上重叠 int IsCollider(int x1, int y1, int x2, int y2, int s) { if(x1+s < x2 || x1-s > x2) return 0; if(y1+s < y2 || y1-s > y2) return 0; return 1; } // Global Variables: HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text //全局变量 //调用随机位置函数,随机生成玩家砖块和其他砖块的位置 int xP = RandPos(),yP = RandPos(), xE = RandPos(), yE = RandPos(); const int size = 20;//砖块大小 int score = 0;//玩家分数 // 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); int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_MY, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_MY); // Main message loop: while (GetMessage(&msg, NULL, 0, 0)) { if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return msg.wParam; } // // FUNCTION: MyRegisterClass() // // PURPOSE: Registers the window class. // // COMMENTS: // // This function and its usage is only necessary if you want this code // to be compatible with Win32 systems prior to the 'RegisterClassEx' // function that was added to Windows 95. It is important to call this function // so that the application will get 'well formed' small icons associated // with it. // ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; 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 = LoadIcon(hInstance, (LPCTSTR)IDI_MY); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = (LPCSTR)IDC_MY; wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL); return RegisterClassEx(&wcex); } // // FUNCTION: InitInstance(HANDLE, int) // // PURPOSE: Saves instance handle and creates main window // // COMMENTS: // // In this function, we save the instance handle in a global variable and // create and display the main program window. // BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { HWND hWnd; hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); if (!hWnd) { return FALSE; } ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } // // FUNCTION: WndProc(HWND, unsigned, WORD, LONG) // // PURPOSE: Processes messages for the main window. // // WM_COMMAND - process the application menu // WM_PAINT - Paint the main window // WM_DESTROY - post a quit message and return // // LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; TCHAR szHello[MAX_LOADSTRING]; LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING); switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_KEYDOWN: //让窗口变为无校,从而触发重绘消息 InvalidateRect(hWnd,NULL,TRUE); switch(wParam)//玩家控制砖块进行上下左右移动 { case VK_LEFT: xP -= xP<0?0:10; break; case VK_RIGHT: xP += xP>500?0:10; break; case VK_UP: yP -= yP<0?0:10; break; case VK_DOWN: yP += yP>500?0:10; break; } if(IsCollider(xP,yP,xE,yE,size)) //如果重叠则得分并重新分配敌人位置 { score++; xE= RandPos(),yE = RandPos(); } break; case WM_PAINT: { hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... WCHAR str[16]; swprintf(str,L"你的得分:%d",score); TextOut(hdc,0,0,(char*)str,wcslen(str)); DrawBrick(hdc,xE,yE,size,0); DrawBrick(hdc,xP,yP,size,1); EndPaint(hWnd, &ps); break; } case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } // Mesage handler for about box. LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return TRUE; } break; } return FALSE; }