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- // PROG17_2_16b.CPP - acceleration demo
- // to compile make sure to include DDRAW.LIB, DSOUND.LIB,
- // DINPUT.LIB, WINMM.LIB, and of course GPDUMB I and II files.
-
- // INCLUDES ///////////////////////////////////////////////
-
- #define WIN32_LEAN_AND_MEAN
- #define INITGUID
-
- #include <windows.h> // include important windows stuff
- #include <windowsx.h>
- #include <mmsystem.h>
- #include <iostream.h> // include important C/C++ stuff
- #include <conio.h>
- #include <stdlib.h>
- #include <malloc.h>
- #include <memory.h>
- #include <string.h>
- #include <stdarg.h>
- #include <stdio.h>
- #include <math.h>
- #include <io.h>
- #include <fcntl.h>
-
- #include <ddraw.h> // directX includes
- #include <dsound.h>
- #include <dinput.h>
- #include "gpdumb1.h" // game library includes
- #include "gpdumb2.h"
-
- // DEFINES ////////////////////////////////////////////////
-
- // defines for windows
- #define WINDOW_CLASS_NAME "WINXCLASS" // class name
-
- #define WINDOW_WIDTH 320 // size of window
- #define WINDOW_HEIGHT 240
-
- // defines for rocket
- #define ROCKET_STATE_ON_PAD 0
- #define ROCKET_STATE_IN_FLIGHT 1
-
- // PROTOTYPES /////////////////////////////////////////////
-
- // game console
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
-
- // GLOBALS ////////////////////////////////////////////////
-
- HWND main_window_handle = NULL; // save the window handle
- HINSTANCE main_instance = NULL; // save the instance
- char buffer[80]; // used to print text
-
- BITMAP_IMAGE background_bmp; // holds the background
- BOB rocket; // the rocket
-
- int sound_id = -1; // general sound
-
- // 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
-
- // what is the message
- switch(msg)
- {
- case WM_CREATE:
- {
- // do initialization stuff here
- return(0);
- } break;
-
- case WM_PAINT:
- {
- // start painting
- hdc = BeginPaint(hwnd,&ps);
-
- // end painting
- EndPaint(hwnd,&ps);
- return(0);
- } break;
-
- case WM_DESTROY:
- {
- // kill the application
- PostQuitMessage(0);
- 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)
- {
- // this is the winmain function
-
- WNDCLASS winclass; // this will hold the class we create
- HWND hwnd; // generic window handle
- MSG msg; // generic message
- HDC hdc; // generic dc
- PAINTSTRUCT ps; // generic paintstruct
-
- // first fill in the window class stucture
- 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;
-
- // register the window class
- if (!RegisterClass(&winclass))
- return(0);
-
- // create the window, note the use of WS_POPUP
- if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
- "WinX Game Console", // title
- WS_POPUP | WS_VISIBLE,
- 0,0, // x,y
- WINDOW_WIDTH, // width
- WINDOW_HEIGHT, // height
- NULL, // handle to parent
- NULL, // handle to menu
- hinstance,// instance
- NULL))) // creation parms
- return(0);
-
- // save the window handle and instance in a global
- main_window_handle = hwnd;
- main_instance = hinstance;
-
- // perform all game console specific initialization
- Game_Init();
-
- // enter main event loop
- while(1)
- {
- 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
-
- // shutdown game and release all resources
- Game_Shutdown();
-
- // return to Windows like this
- return(msg.wParam);
-
- } // end WinMain
-
- // WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
-
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
-
- int index; // looping varsIable
-
- char filename[80]; // used to build up filenames
-
- // seed random number generate
- srand(Start_Clock());
-
- screen_width = 640;
- screen_height = 480;
- screen_bpp = 16;
-
- // start up DirectDraw (replace the parms as you desire)
- DD_Init(screen_width, screen_height, screen_bpp);
-
- // load background image
- Load_Bitmap_File(&bitmap16bit, "GANTRY16.BMP");
- Create_Bitmap16(&background_bmp,0,0,640,480);
- Load_Image_Bitmap16(&background_bmp, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap16bit);
-
- // load the bitmaps
- Load_Bitmap_File(&bitmap16bit, "ROCKET16.BMP");
-
- // create bob
- Create_BOB16(&rocket,312,420,24,80,3,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
-
- // set animation speed
- Set_Anim_Speed_BOB16(&rocket, 2);
-
- // load the bob in
- for (index=0; index < 3; index++)
- Load_Frame_BOB16(&rocket, &bitmap16bit, index, index,0,BITMAP_EXTRACT_MODE_CELL);
-
- // set animation state to on pad
- rocket.anim_state = ROCKET_STATE_ON_PAD;
-
- // use varsI[0] to hold acceleration mode, set to on
- rocket.varsI[0] = 1; // -1 is off
-
- // use varsF[0,1] to hold the velocity and acceleration
- rocket.varsF[0] = 0; // initial velocity
- rocket.varsF[1] = 0.2; // initial acceleration 0.2 pixel/frame^2
-
- // unload bitmap image
- Unload_Bitmap_File(&bitmap16bit);
-
- // initialize directinput
- DInput_Init();
-
- // acquire the keyboard only
- DI_Init_Keyboard();
-
- // initilize DirectSound
- DSound_Init();
-
- // load background sounds
- sound_id = Load_WAV("ROCKET.WAV");
-
- // start the sounds
- //Play_Sound(sound_id, DSBPLAY_LOOPING);
-
- // set clipping rectangle to screen extents so objects dont
- // mess up at edges
- RECT screen_rect = {0,0,screen_width,screen_height};
- lpddclipper = DD_Attach_Clipper(lpddsback,1,&screen_rect);
-
- // hide the mouse
- ShowCursor(FALSE);
-
- // return success
- return(1);
-
- } // end Game_Init
-
- ///////////////////////////////////////////////////////////
-
- int Game_Shutdown(void *parms)
- {
- // this function is where you shutdown your game and
- // release all resources that you allocated
-
- // shut everything down
-
- // kill all the bobs
- Destroy_BOBX(&rocket);
-
- // shutdown directdraw last
- DD_Shutdown();
-
- // now directsound
- Stop_All_Sounds();
- DSound_Shutdown();
-
- // shut down directinput
- DInput_Shutdown();
-
- // return success
- return(1);
-
- } // end Game_Shutdown
-
- //////////////////////////////////////////////////////////
-
- int Game_Main(void *parms)
- {
- // this is the workhorse of your game it will be called
- // continuously in real-time this is like main() in C
- // all the calls for you game go here!
-
- int index; // looping var
-
- static int debounce_a = 0; // used to debounce acceleration toggle key
-
- // start the timing clock
- Start_Clock();
-
- // clear the drawing surface
- DD_Fill_Surface(lpddsback, 0);
-
- // lock back buffer and copy background into it
- DD_Lock_Back_Surface();
-
- // draw background
- Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);
-
- // unlock back surface
- DD_Unlock_Back_Surface();
-
- // read keyboard
- DI_Read_Keyboard();
-
-
- // test if user is toggling acceleration control
- if (keyboard_state[DIK_A] && !debounce_a)
- {
- // toggle acceleration
- rocket.varsI[0] = -rocket.varsI[0];
-
- // debounce key, so it doesn't toggle 60 times!
- debounce_a = 1;
-
- } // end if
-
- if (!keyboard_state[DIK_A])
- debounce_a = 0;
-
- // test if user is changing acceleration
- if (keyboard_state[DIK_DOWN])
- {
- // decrease acceleration factor
- if ((rocket.varsF[1]-=0.1) < 0)
- rocket.varsF[1] = 0.1;
- } // end if
- else
- if (keyboard_state[DIK_UP])
- {
- // increase acceleration factor
- rocket.varsF[1]+=0.1;
- } // end if
-
- // test if player is firing rocket
- if (keyboard_state[DIK_SPACE] && rocket.anim_state == ROCKET_STATE_ON_PAD)
- {
- // fire the rocket
- rocket.anim_state = ROCKET_STATE_IN_FLIGHT;
-
- // start sound
- Play_Sound(sound_id, 0);
-
- } // end if
-
- // test state of rocket
- if (rocket.anim_state == ROCKET_STATE_ON_PAD)
- {
- // make sure there is no animation and frame is 0
- rocket.curr_frame = 0;
-
- } // end if
- else // rocket is in flight
- {
- // animate the rocket
- Animate_BOB16(&rocket);
-
- // move the rocket
-
- // update the position with the current velocity
- rocket.y-=(int)(rocket.varsF[0]+0.5);
-
- // update velocity with acceleration (if acceleration is on)
- if (rocket.varsI[0]==1)
- rocket.varsF[0]+=rocket.varsF[1];
-
- // test if the rocket has moved off the screen
- if (rocket.y < -4*rocket.height)
- {
- // reset everything
- rocket.anim_state = ROCKET_STATE_ON_PAD;
- rocket.curr_frame = 0;
- rocket.varsF[0] = 0;
-
- // reset position
- Set_Pos_BOB16(&rocket, 312, 420);
-
- // turn sound off
- Stop_All_Sounds();
-
- } // end if
-
- } // end else
-
- // draw the rocket
- Draw_BOB16(&rocket, lpddsback);
-
- // draw the title
- Draw_Text_GDI("ACCELERATION DEMO - Space to Launch, Arrows to Change Acceleration.",10, 10,RGB(0,255,255), lpddsback);
-
- // draw information
-
- // first acceleration mode
- if (rocket.varsI[0]==1)
- sprintf(buffer, "Acceleration is ON");
- else
- sprintf(buffer, "Acceleration is OFF");
-
- Draw_Text_GDI(buffer,10,25,RGB(0,255,0), lpddsback);
-
- // now current velocity
- sprintf(buffer, "Velocity = %f pixels/frame",rocket.varsF[0]);
- Draw_Text_GDI(buffer,10,40,RGB(0,255,0), lpddsback);
-
- // and acceleration
- sprintf(buffer, "Acceleration = %f pixels/frame^2",rocket.varsF[1]);
- Draw_Text_GDI(buffer,10,55,RGB(0,255,0), lpddsback);
-
- // flip the surfaces
- DD_Flip();
-
- // sync to 30 fps = 1/30sec = 33 ms
- Wait_Clock(33);
-
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
- {
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- // stop all sounds
- Stop_All_Sounds();
- } // end if
-
- // return success
- return(1);
-
- } // end Game_Main
-
- //////////////////////////////////////////////////////////