www.pudn.com > Windows Game Programming Gurus Examp > demo4_9.cpp


// DEMO4_9.CPP - Starfield demo based on T3D console 
 
// INCLUDES /////////////////////////////////////////////// 
#define WIN32_LEAN_AND_MEAN  // just say no to MFC 
 
#include    // include important windows stuff 
#include   
#include  
#include  // include important C/C++ stuff 
#include  
#include  
#include  
#include  
#include  
#include  
#include   
#include  
#include  
#include  
 
// DEFINES //////////////////////////////////////////////// 
 
// defines for windows  
#define WINDOW_CLASS_NAME "WINCLASS1" 
#define WINDOW_WIDTH      400 
#define WINDOW_HEIGHT     300 
 
// starfield defines 
#define NUM_STARS            256 
 
// MACROS ///////////////////////////////////////////////// 
 
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) 
#define KEYUP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) 
 
// TYPES ////////////////////////////////////////////////// 
 
typedef struct STAR_TYP 
        { 
        int x,y;        // position of star 
        int vel;        // horizontal velocity of star 
        COLORREF col;   // color of star 
        } STAR, *STAR_PTR; 
 
// PROTOTYPES ///////////////////////////////////////////// 
 
void Erase_Stars(void); 
void Draw_Stars(void); 
void Move_Stars(void); 
void Init_Stars(void); 
 
// GLOBALS //////////////////////////////////////////////// 
 
HWND      main_window_handle = NULL; // globally track main window 
HINSTANCE hinstance_app      = NULL; // globally track hinstance 
 
HDC       global_dc          = NULL; // tracks a global dc 
 
char buffer[80];                     // general printing buffer 
 
STAR stars[256];                     // holds the starfield 
 
// 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 
 
/////////////////////////////////////////////////////////// 
 
void Init_Stars(void) 
{ 
// this function initializes all the stars 
 
for (int index=0; index < NUM_STARS; index++) 
    { 
    // select random position 
    stars[index].x = rand()%WINDOW_WIDTH; 
    stars[index].y = rand()%WINDOW_HEIGHT; 
 
    // set random velocity    
    stars[index].vel = 1 + rand()%16; 
 
    // set intensity which is inversely prop to velocity for 3D effect 
    // note, I am mixing equal amounts of RGB to make black -> bright white     
    int intensity = 15*(17 - stars[index].vel); 
    stars[index].col = RGB(intensity, intensity, intensity);  
 
    } // end for index 
 
} // end Init_Stars 
 
//////////////////////////////////////////////////////////// 
 
void Erase_Stars(void) 
{ 
// this function erases all the stars 
for (int index=0; index < NUM_STARS; index++) 
    SetPixel(global_dc, stars[index].x, stars[index].y, RGB(0,0,0)); 
 
} // end Erase_Stars 
 
//////////////////////////////////////////////////////////// 
 
void Draw_Stars() 
{ 
// this function draws all the stars 
for (int index=0; index < NUM_STARS; index++) 
    SetPixel(global_dc, stars[index].x, stars[index].y, stars[index].col); 
 
 
} // end Draw_Stars 
 
//////////////////////////////////////////////////////////// 
 
void Move_Stars(void) 
{ 
// this function moves all the stars and wraps them around the  
// screen boundaries 
for (int index=0; index < NUM_STARS; index++) 
    { 
    // move the star and test for edge 
    stars[index].x+=stars[index].vel; 
 
    if (stars[index].x >= WINDOW_WIDTH) 
        stars[index].x -= WINDOW_WIDTH; 
     
    } // end for index 
 
} // end Move_Stars 
 
//////////////////////////////////////////////////////////// 
 
int Game_Main(void *parms = NULL, int num_parms = 0) 
{ 
// this is the main loop of the game, do all your processing 
// here 
 
// get the time 
DWORD start_time = GetTickCount(); 
 
// erase the stars 
Erase_Stars(); 
 
// move the stars 
Move_Stars(); 
 
// draw the stars 
Draw_Stars(); 
 
// lock to 30 fps 
while((start_time - GetTickCount() < 33)); 
 
// for now test if user is hitting ESC and send WM_CLOSE 
if (KEYDOWN(VK_ESCAPE)) 
   SendMessage(main_window_handle,WM_CLOSE,0,0); 
 
// return success or failure or your own return code here 
return(1); 
 
} // end Game_Main 
 
//////////////////////////////////////////////////////////// 
 
int Game_Init(void *parms = NULL, int num_parms = 0) 
{ 
// this is called once after the initial window is created and 
// before the main event loop is entered, do all your initialization 
// here 
 
// first get the dc to the window 
global_dc = GetDC(main_window_handle); 
 
// initialize the star field here 
Init_Stars(); 
 
// return success or failure or your own return code here 
return(1); 
 
} // end Game_Init 
 
///////////////////////////////////////////////////////////// 
 
int Game_Shutdown(void *parms = NULL, int num_parms = 0) 
{ 
// this is called after the game is exited and the main event 
// loop while is exited, do all you cleanup and shutdown here 
 
// release the global dc 
ReleaseDC(main_window_handle, global_dc); 
 
// return success or failure or your own return code here 
return(1); 
 
} // end Game_Shutdown 
 
// 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 
						    "T3D Game Console Star Demo", // title 
						    WS_OVERLAPPEDWINDOW | WS_VISIBLE, 
					 	    0,0,	  // initial x,y 
						    400,300,  // initial width, 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; 
 
// initialize game here 
Game_Init(); 
 
// enter main event loop 
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 
     
       // main game processing goes here 
       Game_Main(); 
        
	} // end while 
 
// closedown game here 
Game_Shutdown(); 
 
// return to Windows like this 
return(msg.wParam); 
 
} // end WinMain 
 
///////////////////////////////////////////////////////////