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  • Programming 2D Games 读书笔记(第四章)

     

    示例一:Game Engine Part 1

    更加完善游戏的基本流程

    image

    Graphics添加了以下几个方法,beginScene和endScene提高绘图,showBackbuffer去掉了clear方法

        // Reset the graphics device.
        HRESULT reset();
    
        // get functions
        // Return direct3d.
        LP_3D   get3D()             { return direct3d; }
    
        // Return device3d.
        LP_3DDEVICE get3Ddevice()   { return device3d; }
    
        // Return handle to device context (window).
        HDC     getDC()             { return GetDC(hwnd); }
    
        // Test for lost device
        HRESULT getDeviceState();
    
        //=============================================================================
        // Inline functions for speed. How much more speed? It depends on the game and
        // computer. Improvements of 3 or 4 percent have been observed.
        //=============================================================================
    
        // Set color used to clear screen
        void setBackColor(COLOR_ARGB c) {backColor = c;}
    
        //=============================================================================
        // Clear backbuffer and BeginScene()
        //=============================================================================
        HRESULT beginScene() 
        {
            result = E_FAIL;
            if(device3d == NULL)
                return result;
            // clear backbuffer to backColor
            device3d->Clear(0, NULL, D3DCLEAR_TARGET, backColor, 1.0F, 0);
            result = device3d->BeginScene();          // begin scene for drawing
            return result;
        }
    
        //=============================================================================
        // EndScene()
        //=============================================================================
        HRESULT endScene() 
        {
            result = E_FAIL;
            if(device3d)
                result = device3d->EndScene();
            return result;
        }

    IDirect3DDevice9::TestCooperativeLevel。因此在设备丢失之后,你应该停止整个游戏循环,而通过反复调用

    IDirect3DDevice9::TestCooperativeLevel判断设备是否可用。

    //=============================================================================
    // Test for lost device
    //=============================================================================
    HRESULT Graphics::getDeviceState()
    { 
        result = E_FAIL;    // default to fail, replace on success
        if (device3d == NULL)
            return  result;
        result = device3d->TestCooperativeLevel(); 
        return result;
    }

    Game类

    现在Graphics类属于Game类包装

    Game类主要流程:

    1.初始化

    //=============================================================================
    // Initializes the game
    // throws GameError on error
    //=============================================================================
    void Game::initialize(HWND hw)
    {
        hwnd = hw;                                  // save window handle
    
        // initialize graphics
        graphics = new Graphics();
        // throws GameError
        graphics->initialize(hwnd, GAME_WIDTH, GAME_HEIGHT, FULLSCREEN);
    
        // initialize input, do not capture mouse
        input->initialize(hwnd, false);             // throws GameError
    
        // attempt to set up high resolution timer
        if(QueryPerformanceFrequency(&timerFreq) == false)
            throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing high resolution timer"));
    
        QueryPerformanceCounter(&timeStart);        // get starting time
    
        initialized = true;
    }

    2.messageHandler方法处理消息流程,由Input类接入

    3.renderGame

    属于Game呈现的主流程,子类重写render方法

    //=============================================================================
    // Render game items
    //=============================================================================
    void Game::renderGame()
    {
        //start rendering
        if (SUCCEEDED(graphics->beginScene()))
        {
            // render is a pure virtual function that must be provided in the
            // inheriting class.
            render();               // call render in derived class
    
            //stop rendering
            graphics->endScene();
        }
        handleLostGraphicsDevice();
    
        //display the back buffer on the screen
        graphics->showBackbuffer();
    }

    4.子类Spacewar继承自Game

    // Programming 2D Games
    // Copyright (c) 2011 by: 
    // Charles Kelly
    // Game Engine Part 1
    // Chapter 4 spacewar.cpp v1.0
    // Spacewar is the class we create.
    
    #include "spaceWar.h"
    
    //=============================================================================
    // Constructor
    //=============================================================================
    Spacewar::Spacewar()
    {}
    
    //=============================================================================
    // Destructor
    //=============================================================================
    Spacewar::~Spacewar()
    {
        releaseAll();           // call onLostDevice() for every graphics item
    }
    
    //=============================================================================
    // Initializes the game
    // Throws GameError on error
    //=============================================================================
    void Spacewar::initialize(HWND hwnd)
    {
        Game::initialize(hwnd); // throws GameError
    
        return;
    }
    
    //=============================================================================
    // Update all game items
    //=============================================================================
    void Spacewar::update()
    {}
    
    //=============================================================================
    // Artificial Intelligence
    //=============================================================================
    void Spacewar::ai()
    {}
    
    //=============================================================================
    // Handle collisions
    //=============================================================================
    void Spacewar::collisions()
    {}
    
    //=============================================================================
    // Render game items
    //=============================================================================
    void Spacewar::render()
    {}
    
    //=============================================================================
    // The graphics device was lost.
    // Release all reserved video memory so graphics device may be reset.
    //=============================================================================
    void Spacewar::releaseAll()
    {
        Game::releaseAll();
        return;
    }
    
    //=============================================================================
    // The grahics device has been reset.
    // Recreate all surfaces.
    //=============================================================================
    void Spacewar::resetAll()
    {
        Game::resetAll();
        return;
    }
    

    以上是一个基本游戏的一个主流程

    // Game pointer
    Spacewar *game = NULL;
    HWND hwnd = NULL;
    
    //=============================================================================
    // Starting point for a Windows application
    //=============================================================================
    int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
                        LPSTR lpCmdLine, int nCmdShow)
    {
        // Check for memory leak if debug build
        #if defined(DEBUG) | defined(_DEBUG)
            _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
        #endif
    
        MSG msg;
    
        // Create the game, sets up message handler
        game = new Spacewar;
    
        // Create the window
        if (!CreateMainWindow(hwnd, hInstance, nCmdShow))
            return 1;
    
        try{
            game->initialize(hwnd);     // throws GameError
    
            // main message loop
            int done = 0;
            while (!done)
            {
                if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) 
                {
                    // look for quit message
                    if (msg.message == WM_QUIT)
                        done = 1;
    
                    // decode and pass messages on to WinProc
                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                } else
                    game->run(hwnd);    // run the game loop
            }
            SAFE_DELETE (game);     // free memory before exit
            return msg.wParam;
        }
        catch(const GameError &err)
        {
            game->deleteAll();
            DestroyWindow(hwnd);
            MessageBox(NULL, err.getMessage(), "Error", MB_OK);
        }
        catch(...)
        {
            game->deleteAll();
            DestroyWindow(hwnd);
            MessageBox(NULL, "Unknown error occured in game.", "Error", MB_OK);
        }
    
        SAFE_DELETE (game);     // free memory before exit
        return 0;
    }
    
    //=============================================================================
    // window event callback function
    //=============================================================================
    LRESULT WINAPI WinProc( HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam )
    {
        return (game->messageHandler(hwnd, msg, wParam, lParam));
    }
    
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  • 原文地址:https://www.cnblogs.com/Clingingboy/p/3334089.html
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