Windows编程之旅(八)

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#include <windows.h>#include <tchar.h>       //swprintf  打印宽字符到字符串#pragma comment(lib,"winmm.lib")     //调用PlaySound函数所需库文件#define WINDOWS_WIDTH 800#define WINDOWS_HEIGHT 600#define WINDOWS_TITLE L"--这是一个美丽而又宁静的夜晚[游戏循环动画显示]--"HDC g_hdc = NULL,g_mdc = NULL;   //全局设备环境句柄   HBITMAP g_hSprite[12];   //定义位图句柄数组 存储一组位图int g_iNum = 0;    //记录图号DWORD g_tPre=0, g_tNow=0;           //g_tPre  记录上一次绘图的时间  g_tNow  此次准备绘图的时间LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lParam);BOOL Game_Init(HWND hwnd);   // 游戏初始化 VOID Game_Paint(HWND hwnd);   //在此函数中绘画BOOL Game_CleanUp(HWND hwnd);  //游戏资源清理int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nCmdShow){//1.初始化窗口类WNDCLASSEX wndClass = { 0 };wndClass.cbSize = sizeof(WNDCLASSEX);wndClass.cbClsExtra = 0;wndClass.cbWndExtra = 0;wndClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);  //白色背景wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);  //光标句柄wndClass.hInstance = hInstance;wndClass.hIcon = (HICON)::LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE);wndClass.lpszClassName = L"ForTheDreamOfGameDevelop";wndClass.lpszMenuName = NULL;wndClass.lpfnWndProc = WndProc;wndClass.style = CS_HREDRAW | CS_VREDRAW;//2.注册窗口类if (!RegisterClassEx(&wndClass))return -1;//3.创建窗口HWND hwnd = CreateWindow(L"ForTheDreamOfGameDevelop", WINDOWS_TITLE,WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOWS_WIDTH, WINDOWS_HEIGHT, NULL, NULL, hInstance, NULL);//4.窗口移动,显示,更新MoveWindow(hwnd, 200, 20, WINDOWS_WIDTH, WINDOWS_HEIGHT, true);ShowWindow(hwnd, nCmdShow);UpdateWindow(hwnd);//游戏资源初始化if (!Game_Init(hwnd)){MessageBox(hwnd, L"资源初始化失败", L"消息窗口", 0);return FALSE;}PlaySound(L"鸟之诗.wav", NULL, SND_FILENAME | SND_ASYNC | SND_LOOP);//5.消息循环MSG msg = { 0 };while (msg.message != WM_QUIT){if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)){TranslateMessage(&msg);DispatchMessage(&msg);}else{g_tNow = GetTickCount();      //获取当前系统的时间if (g_tNow - g_tPre >= 100)Game_Paint(hwnd);              //当间隔相差0.1s  重新绘画}}//6.  注销窗口 UnregisterClass(L"ForTheDreamOfGameDevelop", wndClass.hInstance);return 0;}LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam){//PAINTSTRUCT paintStruct;switch (message){//case WM_TIMER:             //定时器信息//Game_Paint(hwnd);//break;//case WM_PAINT:          //绘图信息//g_hdc = BeginPaint(hwnd, &paintStruct);  //指定窗口 准备绘画//Game_Paint(hwnd);                      //开始绘画//EndPaint(hwnd, &paintStruct);           //结束绘画//ValidateRect(hwnd, NULL);               //更新客户区的显示//break;case WM_KEYDOWN:         //退出信息if (wParam == VK_ESCAPE)DestroyWindow(hwnd);   //销毁窗口 并发出一条WM_DESTROY信息break; case WM_DESTROY:Game_CleanUp(hwnd);   //资源清理PostQuitMessage(0);   //响应  WM_DESTROY信息break;default:return DefWindowProc(hwnd, message, wParam, lParam);}return 0; //正常退出}BOOL Game_Init(HWND hwnd){g_hdc = GetDC(hwnd);  //获取环境句柄wchar_t filename[20];   //用来储存文件名//1.加载位图for (int i = 0; i < 12; i++){memset(filename,0,sizeof(filename));   //初始化filenameswprintf_s(filename,L"%d.bmp",i);       //打印宽字符到filenameg_hSprite[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, WINDOWS_WIDTH, WINDOWS_HEIGHT, LR_LOADFROMFILE);}//2.建立兼容DCg_mdc = CreateCompatibleDC(g_hdc);//3.建立定时器SetTimer(hwnd, 1, 90, NULL);       //间隔  0.09s 发出信息  执行命令Game_Paint(hwnd);return TRUE;}//绘制函数VOID Game_Paint(HWND hwnd){//4.恢复图号if (g_iNum == 11)     //图号为大于12时   回置0g_iNum = 0;//5.选用位图对象SelectObject(g_mdc, g_hSprite[g_iNum]);   //将位图对象图号  选入g_mdc内存DC中//5.进行贴图BitBlt(g_hdc,0,0,WINDOWS_WIDTH,WINDOWS_HEIGHT,g_mdc,0,0,SRCCOPY);  //以目前的对象进行  SRCCOPY贴图//6.图号要自增g_iNum++;//7.记录此次的绘图时间g_tPre = GetTickCount();}BOOL Game_CleanUp(HWND hwnd){//KillTimer(hwnd, 1);   //删除定时器//释放资源对象for (int i = 0; i < 12; i++)DeleteObject(g_hSprite[i]);DeleteDC(g_mdc);ReleaseDC(hwnd, g_hdc);return TRUE;}