C++学习 2018-12-5

本文详细介绍了使用C语言和Win32 API实现贪吃蛇和俄罗斯方块游戏的方法,包括游戏核心函数的设计与消息处理流程。贪吃蛇游戏涉及蛇的创建、移动、增长及苹果生成等功能;俄罗斯方块则涵盖方块下落、左右移动、旋转及行消除等机制。

1.复习贪吃蛇

1.贪吃蛇所包括的函数

基于C语言的Win32应用程序

void CreateApple()
void ShowApple()
void CreateSnake()
void ShowSnake()
void SnakeMove();
bool IsEatApple()
void GrowUp()
bool IsGameOve()

消息处理函数

WndProc()
{
case WM_CREATE:
	CreateSnake()
	CreateApple()
	break;

case WM_PAINT:
	ShowSnake()
	ShowApple()
	break;

case WM_TIMER:
	SnakeMove()
	if( IsEatApple() == true)
		GrowUp()
	if( IsGameOve() == true)
		MessageBox()
	break;

case WM_KEYDOWN:
	FX = ...	
	break;

}
2.俄罗斯方块所包含的函数
void CreateBackSqaure()
void CreateMoveSquare()
vodi ShowBackSuqare()
void ShowMoveSquare();
void DownMove()
void LeftMove()
void RightMove()
void ChangeStyle()
bool IsDownMove()
bool IsLeftMove()
bool IsRightMove()
bool IsChangeStyle()
void ReceiveSquare()
void DeleteLine()
bool IsGameOver()

消息处理函数

WndProc()
{
case WM_CREATE:
	CreateBackSqaure()
	CreateMoveSquare()
	break;

case WM_PAINT:
	ShowBackSuqare()
	ShowMoveSquare()
	break;

case WM_TIMER:
	if(IsDownMove() == ture)
	{
		DownMove()
	}
	else
	{
		ReceiveSquare();
		DeleteLine();
		if(IsGameOver)
		{
			.....
		}
	}
	break;

case WM_KEYDOWN:
	if( IsLeftMove() )
		LeftMove
	..
	..
	break;

}

2.游戏壳

1.用来作为模板类,可以进行多次扩展和复用

3.补全参数

GameApp.h头文件

#pragma once

#ifndef _GAMEAPP_H_
#define _GAMEAPP_H_
#include <windows.h>

#define IMPLEMENT(ThisClass)\
	CGameApp* CreateObject()\
	{\
		return new ThisClass;\
	}


class CGameApp
{
public:
	HINSTANCE m_hIns;
	HWND m_hMainWnd;
public:
	CGameApp()
	{
		m_hIns = 0;
		m_hMainWnd = 0;
	}
	virtual ~CGameApp()
	{
	
	}
public:
	void SetHandle(HINSTANCE hIns,HWND hwnd)
	{
		this->m_hIns = hIns;
		this->m_hMainWnd = hwnd;
	}
public:
	virtual void OnCreateGame(){}                 //  WM_CREATE
	virtual void OnGameDraw(){}                   //  WM_PAINT
	virtual void OnGameRun(WPARAM nTimerID){}      //  WM_TIMER
	virtual void OnKeyDown(WPARAM nKey){}          //  WM_KEYDOWN
	virtual void OnLButtonDown(POINT point){}      //  WM_LBUTTONDOWN
	virtual void OnLButtonUp(POINT point){}        //  WM_LBUTTONUP
	virtual void OnMouseMove(POINT point){}        //  WM_MOUSEMOVE
};

#endif//_GAMEAPP_H_

WinMain主函数

#include <windows.h>
#include "GameApp.h"
#include <time.h>
// HINSTANCE 实例句柄           加载一个外部的资源需要用
// HWND      代表窗口           和窗口相关的操作
// HDC       环境设备句柄       绘图的操作

// Window Message
// WM_LBUTTONDOWN
// WM_KEYDOWN
// WM_PAINT
// WM_TIMER
// ........

LRESULT CALLBACK WndProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam);
HINSTANCE g_hIns;

int CALLBACK WinMain(HINSTANCE hInstance,HINSTANCE hPreInstance,LPSTR pCmdLine,int nCmdShow)
{
	srand((unsigned int)time(0));
	g_hIns = hInstance;
	//  1. 设计
	WNDCLASSEX wndclass;
	wndclass.cbClsExtra = 0;
	wndclass.cbWndExtra = 0;
	wndclass.cbSize = sizeof(WNDCLASSEX);
	wndclass.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
	wndclass.hCursor = ::LoadCursor(0,MAKEINTRESOURCE(IDC_ARROW));
	wndclass.hIcon = 0;
	wndclass.hIconSm = 0;
	wndclass.hInstance = hInstance;
	wndclass.lpfnWndProc = WndProc;
	wndclass.lpszClassName = "lele";
	wndclass.lpszMenuName = 0;
	wndclass.style = CS_VREDRAW|CS_HREDRAW;
	//  2. 注册
	if( ::RegisterClassEx(&wndclass)==FALSE)
	{
		::MessageBox(0,"注册失败","提示",MB_OK);
		return 0;
	}
	//  3. 创建
	HWND hwnd = ::CreateWindow("lele","O(∩_∩)O哈哈~",WS_OVERLAPPEDWINDOW,0,0,500,500,0,0,hInstance,0);
	if(hwnd == 0)
	{
		::MessageBox(0,"创建失败","提示",MB_OK);
		return 0;		
	}
	//  4. 显示
	::ShowWindow(hwnd,SW_SHOW);
	//  5. 消息循环
	MSG msg;
	while(::GetMessage(&msg,0,0,0))
	{
		//  翻译
		::TranslateMessage(&msg);
		//  分发
		::DispatchMessage(&msg);
	}


	return 0;
}

//-----------------------------------------
CGameApp* CreateObject();
CGameApp* pApp = 0;

//  消息的处理函数
LRESULT CALLBACK WndProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	switch (uMsg)
	{
	case WM_CREATE:
		{
			//  创建游戏
			pApp = CreateObject();
			if(pApp != 0)
			{
				//  设置句柄
				pApp->SetHandle(g_hIns,hwnd);
				//  创建游戏
				pApp->OnCreateGame();
			}
		}
		break;
	case WM_PAINT:
		{
			if(pApp != 0)
				pApp->OnGameDraw();
		}
		break;
	case WM_TIMER:
		{
			if(pApp != 0)
				pApp->OnGameRun(wParam);
		}
		break;
	case WM_KEYDOWN:
		{
			if(pApp != 0)
				pApp->OnKeyDown(wParam);
		}
		break;
	case WM_LBUTTONDOWN:
		{
			POINT point;
			point.x = LOWORD(lParam);
			point.y = HIWORD(lParam);
			if(pApp != 0)
				pApp->OnLButtonDown(point);
		}
		break;
	case WM_LBUTTONUP:
		{
			POINT point;
			point.x = LOWORD(lParam);
			point.y = HIWORD(lParam);
			if(pApp != 0)
				pApp->OnLButtonUp(point);
		}
		break;
	case WM_MOUSEMOVE:
		{
			POINT point;
			point.x = LOWORD(lParam);
			point.y = HIWORD(lParam);
			if(pApp != 0)
				pApp->OnMouseMove(point);
		}
		break;
	case WM_CLOSE:
		{
			delete pApp;
			pApp = 0;
			::PostQuitMessage(0);
		}
		break;
	}
	return ::DefWindowProc( hwnd, uMsg, wParam, lParam);
}

4.将CreateObject()定义为宏

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