www.pudn.com > Windows Game Programming Gurus Examp > demo4_4.cpp


// DEMO4_4.CPP  - Ellipse Animation Demo 
 
// INCLUDES /////////////////////////////////////////////// 
#define WIN32_LEAN_AND_MEAN  // just say no to MFC 
 
#include    // include all the windows headers 
#include   // include useful macros 
#include   // very important and include WINMM.LIB too! 
#include  
#include  
#include  
 
// DEFINES //////////////////////////////////////////////// 
 
// defines for windows  
#define WINDOW_CLASS_NAME "WINCLASS1" 
 
#define WINDOW_WIDTH  400 
#define WINDOW_HEIGHT 300 
 
// MACROS ///////////////////////////////////////////////// 
 
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) 
#define KEYUP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) 
 
// GLOBALS //////////////////////////////////////////////// 
HWND      main_window_handle = NULL; // globally track main window 
 
HINSTANCE hinstance_app      = NULL; // globally track hinstance 
char buffer[80];                     // general printing buffer 
 
// FUNCTIONS ////////////////////////////////////////////// 
LRESULT CALLBACK WindowProc(HWND hwnd,  
						    UINT msg,  
                            WPARAM wparam,  
                            LPARAM lparam) 
{ 
// this is the main message handler of the system 
PAINTSTRUCT		ps;		// used in WM_PAINT 
HDC				hdc;	// handle to a device context 
//char buffer[80];        // used to print strings 
 
// what is the message  
switch(msg) 
	{	 
	case WM_CREATE:  
        { 
		// do initialization stuff here 
        // return success 
		return(0); 
		} break; 
    
	case WM_PAINT:  
		{ 
		// simply validate the window  
   	    hdc = BeginPaint(hwnd,&ps);	  
         
        // end painting 
        EndPaint(hwnd,&ps); 
 
        // return success 
		return(0); 
   		} break; 
 
	case WM_DESTROY:  
		{ 
 
		// kill the application, this sends a WM_QUIT message  
		PostQuitMessage(0); 
 
        // return success 
		return(0); 
		} break; 
 
	default:break; 
 
    } // end switch 
 
// process any messages that we didn't take care of  
return (DefWindowProc(hwnd, msg, wparam, lparam)); 
 
} // end WinProc 
 
// WINMAIN //////////////////////////////////////////////// 
int WINAPI WinMain(	HINSTANCE hinstance, 
					HINSTANCE hprevinstance, 
					LPSTR lpcmdline, 
					int ncmdshow) 
{ 
 
WNDCLASSEX winclass; // this will hold the class we create 
HWND	   hwnd;	 // generic window handle 
MSG		   msg;		 // generic message 
HDC        hdc;      // graphics device context 
 
// first fill in the window class stucture 
winclass.cbSize         = sizeof(WNDCLASSEX); 
winclass.style			= CS_DBLCLKS | CS_OWNDC |  
                          CS_HREDRAW | CS_VREDRAW; 
winclass.lpfnWndProc	= WindowProc; 
winclass.cbClsExtra		= 0; 
winclass.cbWndExtra		= 0; 
winclass.hInstance		= hinstance; 
winclass.hIcon			= LoadIcon(NULL, IDI_APPLICATION); 
winclass.hCursor		= LoadCursor(NULL, IDC_ARROW);  
winclass.hbrBackground	= (HBRUSH)GetStockObject(BLACK_BRUSH); 
winclass.lpszMenuName	= NULL; 
winclass.lpszClassName	= WINDOW_CLASS_NAME; 
winclass.hIconSm        = LoadIcon(NULL, IDI_APPLICATION); 
 
// save hinstance in global 
hinstance_app = hinstance; 
 
// register the window class 
if (!RegisterClassEx(&winclass)) 
	return(0); 
 
// create the window 
if (!(hwnd = CreateWindowEx(NULL,                // extended style 
                            WINDOW_CLASS_NAME,   // class 
						    "Ellipse Animation Demo", // title 
						    WS_OVERLAPPEDWINDOW | WS_VISIBLE, 
					 	    0,0,	  // initial x,y 
						    WINDOW_WIDTH, // initial width 
                            WINDOW_HEIGHT,// initial height 
						    NULL,	  // handle to parent  
						    NULL,	  // handle to menu 
						    hinstance,// instance of this application 
						    NULL)))	// extra creation parms 
return(0); 
 
// save main window handle 
main_window_handle = hwnd; 
 
// get the graphics device context once this time and keep it 
// this is possible due to the CS_OWNDC flag 
hdc = GetDC(hwnd); 
 
// seed random number generator 
srand(GetTickCount()); 
 
// create the pens and brushes 
HPEN   white_pen = CreatePen(PS_SOLID, 1, RGB(255,255,255)); 
HPEN   black_pen = CreatePen(PS_SOLID, 1, RGB(0,0,0)); 
HBRUSH green_brush = CreateSolidBrush(RGB(0,255,0)); 
HBRUSH black_brush = CreateSolidBrush(RGB(0,0,0)); 
 
// starting position of ball 
int ball_x = WINDOW_WIDTH/2; 
int ball_y = WINDOW_HEIGHT/2; 
 
// initial velocity of ball 
int xv = -4+rand()%8; 
int yv = -4+rand()%8; 
 
// enter main event loop, but this time we use PeekMessage() 
// instead of GetMessage() to retrieve messages 
while(TRUE) 
	{ 
    // test if there is a message in queue, if so get it 
	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) 
	   {  
	   // test if this is a quit 
       if (msg.message == WM_QUIT) 
           break; 
	 
	   // translate any accelerator keys 
	   TranslateMessage(&msg); 
 
	   // send the message to the window proc 
	   DispatchMessage(&msg); 
	   } // end if 
 
 
    // ERASE the last position of the ball 
     
    // first select the black pen and brush into context 
    SelectObject(hdc, black_pen); 
    SelectObject(hdc, black_brush); 
 
    // draw the ball 
    Ellipse(hdc, ball_x, ball_y, ball_x + 32, ball_y + 32); 
     
    // MOVE the ball 
    ball_x+=xv; 
    ball_y+=yv; 
 
    // test for collisions, first x-axis 
    if (ball_x < 0 || ball_x > WINDOW_WIDTH - 32) 
       {  
       // invert x-velocity of ball 
       xv=-xv; 
 
       // push ball back 
       ball_x+=xv; 
 
       } // end if 
    else 
    // test for y-axis collisions 
    if (ball_y < 0 || ball_y > WINDOW_HEIGHT - 32) 
       {  
       // invert y-velocity of ball 
       yv=-yv; 
 
       // push ball back 
       ball_y+=yv; 
 
       } // end if 
 
    // now select the green and white colors for brush and pen 
    SelectObject(hdc, white_pen); 
    SelectObject(hdc, green_brush); 
 
    // DRAW the ball 
    Ellipse(hdc, ball_x, ball_y, ball_x + 32, ball_y + 32); 
 
    // main game processing goes here 
    if (KEYDOWN(VK_ESCAPE)) 
       SendMessage(hwnd, WM_CLOSE, 0,0); 
 
    // slow system down a little 
    Sleep(10);  
        
	} // end while 
 
// delete all the objects 
DeleteObject(white_pen); 
DeleteObject(black_pen); 
DeleteObject(green_brush); 
DeleteObject(black_brush); 
 
// release the device context 
ReleaseDC(hwnd,hdc); 
 
// return to Windows like this 
return(msg.wParam); 
 
} // end WinMain 
 
///////////////////////////////////////////////////////////