Visual C++游戏编程基础之多背景循环动画,
Visual C++游戏编程基础之多背景循环动画,
一、基本思路
1.现在有三张背景图:天空和草地、山峦、房屋;
2.天空在最远处,其次是草地和山峦(因为山峦在草地上),最后是房屋;
3.背景的循环速度是天空最慢、然后是山峦、最后是草地和房屋;
4.恐龙让它原地跑动,以num记录图号,每次到末尾号,再从第0号开始;
二、背景循环贴图
1.以天空为例,设x0表示背景图从左向右滚动右边需要切割的宽度,初值为0;
2.设背景图宽度640,裁剪的右边区域的左上角坐标为:(640-x0,0),把该区域贴到mdc以(0,0)为起点的坐标区域上;
3.然后把天空图剩下的部分贴到mdc中以(x0,0)为起点的坐标上;
4.假设每次x0增加5,每次贴图就实现了背景图的移动,直到x=640时,再重新设为0;
5.需要注意,山峦和房屋除了实现循环外,还要进行透明处理;
三、代码如下
#include "stdafx.h"
HINSTANCE hInst;
HBITMAP dra,bg[3];
HDC hdc,mdc,bufdc;
HWND hWnd;
DWORD tPre,tNow;
int x0=0,x1=0,x2=0,num=0;//x0、x1、x2三张背景图由左向右移动时所要切割的宽度;num表示图号
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyPaint(HDC hdc);
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
MyRegisterClass(hInstance);
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0,0 ,PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
tNow = GetTickCount();
if(tNow-tPre >= 100)
MyPaint(hdc);
}
}
return msg.wParam;
}
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = NULL;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "canvas";
wcex.hIconSm = NULL;
return RegisterClassEx(&wcex);
}
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HBITMAP bmp;
hInst = hInstance;
hWnd = CreateWindow("canvas", "绘图窗口" , WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
MoveWindow(hWnd,10,10,640,520,true);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
hdc = GetDC(hWnd);
mdc = CreateCompatibleDC(hdc);
bufdc = CreateCompatibleDC(hdc);
bmp = CreateCompatibleBitmap(hdc,640,480);
SelectObject(mdc,bmp);
bg[0] = (HBITMAP)LoadImage(NULL,"bg0.bmp",IMAGE_BITMAP,640,480,LR_LOADFROMFILE);
bg[1] = (HBITMAP)LoadImage(NULL,"bg1.bmp",IMAGE_BITMAP,640,600,LR_LOADFROMFILE);
bg[2] = (HBITMAP)LoadImage(NULL,"bg2.bmp",IMAGE_BITMAP,640,600,LR_LOADFROMFILE);
dra = (HBITMAP)LoadImage(NULL,"dra.bmp",IMAGE_BITMAP,760,198,LR_LOADFROMFILE);
MyPaint(hdc);
return TRUE;
}
void MyPaint(HDC hdc)
{
//贴上天空背景图
SelectObject(bufdc,bg[0]);
BitBlt(mdc,0,0,x0,300,bufdc,640-x0,0,SRCCOPY);
BitBlt(mdc,x0,0,640-x0,300,bufdc,0,0,SRCCOPY);
//贴上草地图
BitBlt(mdc,0,300,x2,180,bufdc,640-x2,300,SRCCOPY);
BitBlt(mdc,x2,300,640-x2,180,bufdc,0,300,SRCCOPY);
//贴上山峦并透明
SelectObject(bufdc,bg[1]);
BitBlt(mdc,0,0,x1,300,bufdc,640-x1,300,SRCAND);
BitBlt(mdc,x1,0,640-x1,300,bufdc,0,300,SRCAND);
BitBlt(mdc,0,0,x1,300,bufdc,640-x1,0,SRCPAINT);
BitBlt(mdc,x1,0,640-x1,300,bufdc,0,0,SRCPAINT);
//贴上房屋并透明
SelectObject(bufdc,bg[2]);
BitBlt(mdc,0,250,x2,300,bufdc,640-x2,300,SRCAND);
BitBlt(mdc,x2,250,640-x2,300,bufdc,0,300,SRCAND);
BitBlt(mdc,0,250,x2,300,bufdc,640-x2,0,SRCPAINT);
BitBlt(mdc,x2,250,640-x2,300,bufdc,0,0,SRCPAINT);
SelectObject(bufdc,dra);
BitBlt(mdc,250,350,95,99,bufdc,num*95,99,SRCAND);
BitBlt(mdc,250,350,95,99,bufdc,num*95,0,SRCPAINT);
BitBlt(hdc,0,0,640,480,mdc,0,0,SRCCOPY);
tPre = GetTickCount();
//控制各个背景图的循环速度
x0 += 5;
if(x0==640)
x0 = 0;
x1 += 8;
if(x1==640)
x1 = 0;
x2 += 16;
if(x2==640)
x2 = 0;
num++;
if(num == 8)
num = 0;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
DeleteDC(mdc);
DeleteDC(bufdc);
DeleteObject(bg[0]);
DeleteObject(bg[1]);
DeleteObject(bg[2]);
DeleteObject(dra);
ReleaseDC(hWnd,hdc);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
四、效果
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