今天找我谈话了,看来裁员可能有我,那我就先找个2D小游戏的工作吧,至少这一年别闲着,现在干啥都心里乱,不过,这几年不就是为此做准备了吗?还好,功夫没落下,就用目前封装完的引擎去做吧,顺便封装完剩下的2D引擎,数了数,目前封装的CPP部分已经有4600行了。继续吧,就算把这段时间熬过去,
先改为640*480*8全屏模式,
先看Game_Init()这里,进行了
//初始化DDRAW
char filename[80]; // used to build up files names
srand( mytool.Start_Clock() );
ddraw->DDraw_Init( main_window_handle, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, WINDOWED_APP );
然后建立角度查询表
void Create_Table(void )
{
for (int ang = 0; ang < 16; ang++)
{
// convert ang to radians
float theta = ang * 22.5 * PI / 180.0;
cos_look[ang] = cos(theta + PI / 2 );
sin_look[ang] = sin( theta + PI / 2 );
} // end for ang
}
当然要先定义上数组
float cos_look[16];
float sin_look[16];
紧接着是初始化声音和输入,由于还没有封装这些,所以,先空着,只是先留着位置,
先绘制玩家的飞船吧。
在Game_Init()中,加上了
void Load_Player()
{
bmp_player.Load_Bitmap_File( & bitmap8bit, "OUTART/WRAITHB8.bmp" );
ddraw->Set_Palette( bitmap8bit.palette );
ddraw->Save_Palette( game_palette );
bmp_player.Create_BOB( ddraw->getlpdd(), &wraith, 0, 0, 64, 64, 35, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME, DDSCAPS_SYSTEMMEMORY );
for( int index = 0; index < 35; index++ )
bmp_player.Load_Frame_BOB( &wraith, &bitmap8bit, index, index % 8, index / 8, BITMAP_EXTRACT_MODE_CELL );
bmp_player.Set_Pos_BOB( &wraith, ( SCREEN_WIDTH / 2 ) - wraith.width / 2, ( SCREEN_HEIGHT / 2 ) - wraith.height / 2 );
wraith.varsI[WRAITH_INDEX_DIR] = 0;
bmp_player.Unload_Bitmap_File( & bitmap8bit );
}
并在每帧中,
bmp_player.Draw_BOB( &wraith, ddraw->getbackSurface() );
ddraw->DDraw_Flip();
mytool.Wait_Clock( 30 );
结果如下,