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  • jQuery火箭图标返回顶部代码

    代码:

    MyDirectX.h:

     1 #pragma once
     2 //header files
     3 #define WIN32_EXTRA_LEAN
     4 #define DIRECTINPUT_VERSION 0x0800
     5 #include <windows.h>
     6 #include <d3d9.h>
     7 #include <d3dx9.h>
     8 #include <dinput.h>
     9 #include <xinput.h>
    10 #include <ctime>
    11 #include <iostream>
    12 #include <iomanip>
    13 using namespace std;
    14 
    15 //libraries
    16 #pragma comment(lib,"winmm.lib")
    17 #pragma comment(lib,"user32.lib")
    18 #pragma comment(lib,"gdi32.lib")
    19 #pragma comment(lib,"dxguid.lib")
    20 #pragma comment(lib,"d3d9.lib")
    21 #pragma comment(lib,"d3dx9.lib")
    22 #pragma comment(lib,"dinput8.lib")
    23 #pragma comment(lib,"xinput.lib")
    24 
    25 //program values
    26 extern const string APPTITLE;
    27 extern const int SCREENW;
    28 extern const int SCREENH;
    29 extern bool gameover;
    30 
    31 //macro to detect key presses
    32 #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
    33 
    34 //Direct3D objects
    35 extern LPDIRECT3D9 d3d;
    36 extern LPDIRECT3DDEVICE9 d3ddev;
    37 extern LPDIRECT3DSURFACE9 backbuffer;
    38 extern LPD3DXSPRITE spriteobj;
    39 
    40 //Direct3D functions
    41 bool Direct3D_Init(HWND hwnd, int width, int height, bool fullscreen);
    42 void Direct3D_Shutdown();
    43 LPDIRECT3DSURFACE9 LoadSurface(string filename);
    44 void DrawSurface(LPDIRECT3DSURFACE9 dest, float x, float y, LPDIRECT3DSURFACE9 source);
    45 D3DXVECTOR2 GetBitmapSize(string filename);
    46 LPDIRECT3DTEXTURE9 LoadTexture(string filename, D3DCOLOR transcolor = D3DCOLOR_XRGB(0, 0, 0));
    47 void Sprite_Draw_Frame(LPDIRECT3DTEXTURE9 texture, int destx, int desty, int framenum, int framew, int frameh, int columns);
    48 void Sprite_Animate(int &frame, int startframe, int endframe, int direction, int &starttime, int delay);
    49 
    50 //DirectInput objects, devices, and states
    51 extern LPDIRECTINPUT8 dinput;
    52 extern LPDIRECTINPUTDEVICE8 dimouse;
    53 extern LPDIRECTINPUTDEVICE8 dikeyboard;
    54 extern DIMOUSESTATE mouse_state;
    55 extern XINPUT_GAMEPAD controllers[4];
    56 
    57 //DirectInput functions
    58 bool DirectInput_Init(HWND);
    59 void DirectInput_Update();
    60 void DirectInput_Shutdown();
    61 bool Key_Down(int);
    62 int Mouse_Button(int);
    63 int Mouse_X();
    64 int Mouse_Y();
    65 void XInput_Vibrate(int contNum = 0, int amount = 65535);
    66 bool XInput_Controller_Found();
    67 
    68 //game functions
    69 bool Game_Init(HWND window);
    70 void Game_Run(HWND window);
    71 void Game_End();
    72 void Sprite_Transform_Draw(LPDIRECT3DTEXTURE9 image, int x, int y, int width, int height, int frame = 0, int columns = 1, float rotation = 0.0f, float scaling = 1.0f, D3DCOLOR color = D3DCOLOR_XRGB(255, 255, 255));

    MyDirectX.cpp:

      1 #include "MyDirectX.h"
      2 #include <iostream>
      3 using namespace std;
      4 
      5 //Direct3D variables
      6 LPDIRECT3D9 d3d = NULL;
      7 LPDIRECT3DDEVICE9 d3ddev = NULL;
      8 LPDIRECT3DSURFACE9 backbuffer = NULL;
      9 LPD3DXSPRITE spriteobj;
     10 
     11 //DirectInput variables
     12 LPDIRECTINPUT8 dinput = NULL;
     13 LPDIRECTINPUTDEVICE8 dimouse = NULL;
     14 LPDIRECTINPUTDEVICE8 dikeyboard = NULL;
     15 DIMOUSESTATE mouse_state;
     16 char keys[256];
     17 XINPUT_GAMEPAD controllers[4];
     18 
     19 
     20 bool Direct3D_Init(HWND window, int width, int height, bool fullscreen)
     21 {
     22     //initialize Direct3D
     23     d3d = Direct3DCreate9(D3D_SDK_VERSION);
     24     if (!d3d) return false;
     25 
     26     //set Direct3D presentation parameters
     27     D3DPRESENT_PARAMETERS d3dpp;
     28     ZeroMemory(&d3dpp, sizeof(d3dpp));
     29     d3dpp.hDeviceWindow = window;
     30     d3dpp.Windowed = (!fullscreen);
     31     d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
     32     d3dpp.EnableAutoDepthStencil = 1;
     33     d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
     34     d3dpp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
     35     d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
     36     d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
     37     d3dpp.BackBufferCount = 1;
     38     d3dpp.BackBufferWidth = width;
     39     d3dpp.BackBufferHeight = height;
     40 
     41     //create Direct3D device
     42     d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
     43         D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
     44     if (!d3ddev) return false;
     45 
     46 
     47     //get a pointer to the back buffer surface
     48     d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
     49 
     50     //create sprite object
     51     D3DXCreateSprite(d3ddev, &spriteobj);
     52 
     53     return 1;
     54 }
     55 
     56 void Direct3D_Shutdown()
     57 {
     58     if (spriteobj) spriteobj->Release();
     59 
     60     if (d3ddev) d3ddev->Release();
     61     if (d3d) d3d->Release();
     62 }
     63 
     64 void DrawSurface(LPDIRECT3DSURFACE9 dest, float x, float y, LPDIRECT3DSURFACE9 source)
     65 {
     66     //get width/height from source surface
     67     D3DSURFACE_DESC desc;
     68     source->GetDesc(&desc);
     69 
     70     //create rects for drawing
     71     RECT source_rect = { 0, 0, (long)desc.Width, (long)desc.Height };
     72     RECT dest_rect = { (long)x, (long)y, (long)x + desc.Width, (long)y + desc.Height };
     73 
     74     //draw the source surface onto the dest
     75     d3ddev->StretchRect(source, &source_rect, dest, &dest_rect, D3DTEXF_NONE);
     76 
     77 }
     78 
     79 LPDIRECT3DSURFACE9 LoadSurface(string filename)
     80 {
     81     LPDIRECT3DSURFACE9 image = NULL;
     82 
     83     //get width and height from bitmap file
     84     D3DXIMAGE_INFO info;
     85     HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
     86     if (result != D3D_OK)
     87         return NULL;
     88 
     89     //create surface
     90     result = d3ddev->CreateOffscreenPlainSurface(
     91         info.Width,         //width of the surface
     92         info.Height,        //height of the surface
     93         D3DFMT_X8R8G8B8,    //surface format
     94         D3DPOOL_DEFAULT,    //memory pool to use
     95         &image,             //pointer to the surface
     96         NULL);              //reserved (always NULL)
     97 
     98     if (result != D3D_OK) return NULL;
     99 
    100     //load surface from file into newly created surface
    101     result = D3DXLoadSurfaceFromFile(
    102         image,                  //destination surface
    103         NULL,                   //destination palette
    104         NULL,                   //destination rectangle
    105         filename.c_str(),       //source filename
    106         NULL,                   //source rectangle
    107         D3DX_DEFAULT,           //controls how image is filtered
    108         D3DCOLOR_XRGB(0, 0, 0),   //for transparency (0 for none)
    109         NULL);                  //source image info (usually NULL)
    110 
    111                                 //make sure file was loaded okay
    112     if (result != D3D_OK) return NULL;
    113 
    114     return image;
    115 }
    116 
    117 
    118 D3DXVECTOR2 GetBitmapSize(string filename)
    119 {
    120     D3DXIMAGE_INFO info;
    121     D3DXVECTOR2 size = D3DXVECTOR2(0.0f, 0.0f);
    122 
    123     HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
    124 
    125     if (result == D3D_OK)
    126         size = D3DXVECTOR2((float)info.Width, (float)info.Height);
    127     else
    128         size = D3DXVECTOR2((float)info.Width, (float)info.Height);
    129 
    130     return size;
    131 }
    132 
    133 LPDIRECT3DTEXTURE9 LoadTexture(std::string filename, D3DCOLOR transcolor)
    134 {
    135     LPDIRECT3DTEXTURE9 texture = NULL;
    136 
    137     //get width and height from bitmap file
    138     D3DXIMAGE_INFO info;
    139     HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
    140     if (result != D3D_OK) return NULL;
    141 
    142     //create the new texture by loading a bitmap image file
    143     D3DXCreateTextureFromFileEx(
    144         d3ddev,                //Direct3D device object
    145         filename.c_str(),      //bitmap filename
    146         info.Width,            //bitmap image width
    147         info.Height,           //bitmap image height
    148         1,                     //mip-map levels (1 for no chain)
    149         D3DPOOL_DEFAULT,       //the type of surface (standard)
    150         D3DFMT_UNKNOWN,        //surface format (default)
    151         D3DPOOL_DEFAULT,       //memory class for the texture
    152         D3DX_DEFAULT,          //image filter
    153         D3DX_DEFAULT,          //mip filter
    154         transcolor,            //color key for transparency
    155         &info,                 //bitmap file info (from loaded file)
    156         NULL,                  //color palette
    157         &texture);            //destination texture
    158 
    159                               //make sure the bitmap textre was loaded correctly
    160     if (result != D3D_OK) return NULL;
    161 
    162     return texture;
    163 }
    164 
    165 
    166 bool DirectInput_Init(HWND hwnd)
    167 {
    168     //initialize DirectInput object
    169     DirectInput8Create(
    170         GetModuleHandle(NULL),
    171         DIRECTINPUT_VERSION,
    172         IID_IDirectInput8,
    173         (void**)&dinput,
    174         NULL);
    175 
    176     //initialize the keyboard
    177     dinput->CreateDevice(GUID_SysKeyboard, &dikeyboard, NULL);
    178     dikeyboard->SetDataFormat(&c_dfDIKeyboard);
    179     dikeyboard->SetCooperativeLevel(hwnd, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND);
    180     dikeyboard->Acquire();
    181 
    182     //initialize the mouse
    183     dinput->CreateDevice(GUID_SysMouse, &dimouse, NULL);
    184     dimouse->SetDataFormat(&c_dfDIMouse);
    185     dimouse->SetCooperativeLevel(hwnd, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND);
    186     dimouse->Acquire();
    187     d3ddev->ShowCursor(false);
    188 
    189     return true;
    190 }
    191 
    192 void DirectInput_Update()
    193 {
    194     //update mouse
    195     dimouse->Poll();
    196     if (!SUCCEEDED(dimouse->GetDeviceState(sizeof(DIMOUSESTATE), &mouse_state)))
    197     {
    198         //mouse device lose, try to re-acquire
    199         dimouse->Acquire();
    200     }
    201 
    202     //update keyboard
    203     dikeyboard->Poll();
    204     if (!SUCCEEDED(dikeyboard->GetDeviceState(256, (LPVOID)&keys)))
    205     {
    206         //keyboard device lost, try to re-acquire
    207         dikeyboard->Acquire();
    208     }
    209 
    210     //update controllers
    211     for (int i = 0; i< 4; i++)
    212     {
    213         ZeroMemory(&controllers[i], sizeof(XINPUT_STATE));
    214 
    215         //get the state of the controller
    216         XINPUT_STATE state;
    217         DWORD result = XInputGetState(i, &state);
    218 
    219         //store state in global controllers array
    220         if (result == 0) controllers[i] = state.Gamepad;
    221     }
    222 }
    223 
    224 
    225 int Mouse_X()
    226 {
    227     return mouse_state.lX;
    228 }
    229 
    230 int Mouse_Y()
    231 {
    232     return mouse_state.lY;
    233 }
    234 
    235 int Mouse_Button(int button)
    236 {
    237     return mouse_state.rgbButtons[button] & 0x80;
    238 }
    239 
    240 bool Key_Down(int key)
    241 {
    242     return (bool)(keys[key] & 0x80);
    243 }
    244 
    245 
    246 void DirectInput_Shutdown()
    247 {
    248     if (dikeyboard)
    249     {
    250         dikeyboard->Unacquire();
    251         dikeyboard->Release();
    252         dikeyboard = NULL;
    253     }
    254     if (dimouse)
    255     {
    256         dimouse->Unacquire();
    257         dimouse->Release();
    258         dimouse = NULL;
    259     }
    260 }
    261 
    262 bool XInput_Controller_Found()
    263 {
    264     XINPUT_CAPABILITIES caps;
    265     ZeroMemory(&caps, sizeof(XINPUT_CAPABILITIES));
    266     XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps);
    267     if (caps.Type != 0) return false;
    268 
    269     return true;
    270 }
    271 
    272 void XInput_Vibrate(int contNum, int amount)
    273 {
    274     XINPUT_VIBRATION vibration;
    275     ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
    276     vibration.wLeftMotorSpeed = amount;
    277     vibration.wRightMotorSpeed = amount;
    278     XInputSetState(contNum, &vibration);
    279 }
    280 void Sprite_Draw_Frame(LPDIRECT3DTEXTURE9 texture, int destx, int desty, int framenum, int framew, int frameh, int columns)
    281 {
    282     D3DXVECTOR3 position((float)destx, (float)desty, 0);
    283     D3DCOLOR white = D3DCOLOR_XRGB(255, 255, 255);
    284 
    285     RECT rect;
    286     rect.left = (framenum % columns) * framew;
    287     rect.top = (framenum / columns) * frameh;
    288     rect.right = rect.left + framew;
    289     rect.bottom = rect.top + frameh;
    290 
    291     spriteobj->Draw(texture, &rect, NULL, &position, white);
    292 }
    293 
    294 void Sprite_Animate(int &frame, int startframe, int endframe, int direction, int &starttime, int delay)
    295 {
    296     if ((int)GetTickCount() > starttime + delay)
    297     {
    298         starttime = GetTickCount();
    299 
    300         frame += direction;
    301         if (frame > endframe) frame = startframe;
    302         if (frame < startframe) frame = endframe;
    303     }
    304 }
    305 void Sprite_Transform_Draw(LPDIRECT3DTEXTURE9 image, int x, int y, int width, int height, int frame, int columns, float rotation, float scaling, D3DCOLOR color)
    306 {
    307     //create a scale vector
    308     D3DXVECTOR2 scale(scaling, scaling);
    309     //create a translate vector
    310     D3DXVECTOR2 trans(x, y);
    311     //set center by dividing width and height by two
    312     D3DXVECTOR2 center((float)(width * scaling) / 2, (float)(height * scaling) / 2);
    313     //create 2D transformation matrix
    314     D3DXMATRIX mat;
    315     D3DXMatrixTransformation2D(&mat, NULL, 0, &scale, &center, rotation, &trans);
    316 
    317     //tell sprite object to use the transform
    318     spriteobj->SetTransform(&mat);
    319     //calculate frame location in source image
    320     int fx = (frame % columns) * width;
    321     int fy = (frame / columns) * height;
    322     RECT srcRect = { fx, fy, fx + width, fy + height };
    323     //draw the sprite frame
    324     spriteobj->Draw(image, &srcRect, NULL, NULL, color);
    325 }

    MyGame.cpp:

     1 #include "MyDirectX.h"
     2 
     3 const string APPTITLE = "Sprite Rotation and Scaling Demo";
     4 const int SCREENW = 1024;
     5 const int SCREENH = 768;
     6 LPDIRECT3DTEXTURE9 sunflower;
     7 D3DCOLOR color;
     8 int frame = 0, columns, width, height;
     9 int starttime = 0, startframe, endframe, delay;
    10 
    11 bool Game_Init(HWND window)
    12 {
    13     //initialize Direct3D
    14     if (!Direct3D_Init(window, SCREENW, SCREENH, false))
    15     {
    16         MessageBox(0, "Error initializing Direct3D", "ERROR", 0);
    17         return false;
    18     }
    19 
    20     //initialize DirectInput
    21     if (!DirectInput_Init(window))
    22     {
    23         MessageBox(0, "Error initializing DirectInput", "ERROR", 0);
    24         return false;
    25     }
    26     //load the sprite images
    27     sunflower = LoadTexture("sunflower.bmp");
    28     return true;
    29 }
    30 
    31 void Game_Run(HWND window)
    32 {
    33     static float scale = 0.001f;
    34     static float r = 0;
    35     static float s = 1.0f;
    36     //make sure the Direct3D device is valid
    37     if (!d3ddev) return;
    38 
    39     //update input devices
    40     DirectInput_Update();
    41 
    42     //clear the scene
    43     d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 100), 1.0f, 0);
    44 
    45     //start rendering
    46     if (d3ddev->BeginScene())
    47     {
    48         //begin sprite rendering
    49         spriteobj->Begin(D3DXSPRITE_ALPHABLEND);
    50         //set rotation and scaling
    51         r = timeGetTime() / 600.0f;
    52         s += scale;
    53         if (s<0.1 || s>1.25f) scale *= -1;
    54         //draw sprite
    55         width = height = 512;
    56         frame = 0;
    57         columns = 1;
    58         color = D3DCOLOR_XRGB(255, 255, 255);
    59         Sprite_Transform_Draw(sunflower, 300, 150, width, height, frame, columns, r, s, color);
    60         //stop sprite rendering
    61         spriteobj->End();
    62 
    63         //stop rendering
    64         d3ddev->EndScene();
    65         d3ddev->Present(NULL, NULL, NULL, NULL);
    66     }
    67 
    68     //Escape key ends program
    69     if (KEY_DOWN(VK_ESCAPE)) gameover = true;
    70 
    71     //controller Back button also ends
    72     if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK)
    73         gameover = true;
    74 }
    75 
    76 void Game_End()
    77 {
    78     //free memory and shut down
    79     sunflower->Release();
    80 
    81     DirectInput_Shutdown();
    82     Direct3D_Shutdown();
    83 }

    MyWindows.cpp:

     1 #include "MyDirectX.h"
     2 using namespace std;
     3 bool gameover = false;
     4 
     5 
     6 LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
     7 {
     8     switch (msg)
     9     {
    10     case WM_DESTROY:
    11         gameover = true;
    12         PostQuitMessage(0);
    13         return 0;
    14     }
    15     return DefWindowProc(hWnd, msg, wParam, lParam);
    16 }
    17 
    18 
    19 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
    20 {
    21     //initialize window settings
    22     WNDCLASSEX wc;
    23     wc.cbSize = sizeof(WNDCLASSEX);
    24     wc.style = CS_HREDRAW | CS_VREDRAW;
    25     wc.lpfnWndProc = (WNDPROC)WinProc;
    26     wc.cbClsExtra = 0;
    27     wc.cbWndExtra = 0;
    28     wc.hInstance = hInstance;
    29     wc.hIcon = NULL;
    30     wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    31     wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
    32     wc.lpszMenuName = NULL;
    33     wc.lpszClassName = APPTITLE.c_str();
    34     wc.hIconSm = NULL;
    35     RegisterClassEx(&wc);
    36 
    37     //create a new window
    38     HWND window = CreateWindow(APPTITLE.c_str(), APPTITLE.c_str(),
    39         WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
    40         SCREENW, SCREENH, NULL, NULL, hInstance, NULL);
    41     if (window == 0) return 0;
    42 
    43     //display the window
    44     ShowWindow(window, nCmdShow);
    45     UpdateWindow(window);
    46 
    47     //initialize the game
    48     if (!Game_Init(window)) return 0;
    49 
    50     // main message loop
    51     MSG message;
    52     while (!gameover)
    53     {
    54         if (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
    55         {
    56             TranslateMessage(&message);
    57             DispatchMessage(&message);
    58         }
    59 
    60         //process game loop 
    61         Game_Run(window);
    62     }
    63 
    64     //shutdown
    65     Game_End();
    66     return message.wParam;
    67 }

    运行结果:

    如果将MyWindows.cpp改成下面:

     1 #include "MyDirectX.h"
     2 
     3 const string APPTITLE = "Sprite Rotation and Animation Demo";
     4 const int SCREENW = 1024;
     5 const int SCREENH = 768;
     6 LPDIRECT3DTEXTURE9 paladin = NULL;
     7 D3DCOLOR color = D3DCOLOR_XRGB(255, 255, 255);
     8 float scale = 0.004f;
     9 float r = 0;
    10 float s = 1.0f;
    11 int frame = 0, columns, width, height;
    12 int starttime = 0, startframe, endframe, delay;
    13 
    14 bool Game_Init(HWND window)
    15 {
    16     //initialize Direct3D
    17     if (!Direct3D_Init(window, SCREENW, SCREENH, false))
    18     {
    19         MessageBox(0, "Error initializing Direct3D", "ERROR", 0);
    20         return false;
    21     }
    22 
    23     //initialize DirectInput
    24     if (!DirectInput_Init(window))
    25     {
    26         MessageBox(0, "Error initializing DirectInput", "ERROR", 0);
    27         return false;
    28     }
    29     //load the sprite sheet
    30     paladin = LoadTexture("paladin_walk.png");
    31     if (!paladin) {
    32         MessageBox(window, "Error loading sprite", "ERROR", 0);
    33         return false;
    34     }
    35     return true;
    36 }
    37 
    38 void Game_Run(HWND window)
    39 {
    40     //make sure the Direct3D device is valid
    41     if (!d3ddev) return;
    42 
    43     //update input devices
    44     DirectInput_Update();
    45 
    46     //clear the scene
    47     d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 100), 1.0f, 0);
    48 
    49     //start rendering
    50     if (d3ddev->BeginScene())
    51     {
    52         //begin sprite rendering
    53         spriteobj->Begin(D3DXSPRITE_ALPHABLEND);
    54         //set rotation and scaling
    55         s += scale;
    56         if (s<0.5f || s>6.0f) scale *= -1;
    57         //set animation properties
    58         width = height = 96;
    59         startframe = 24;
    60         columns = 8;
    61         endframe = 31;
    62         delay = 90;
    63         Sprite_Animate(frame, startframe, endframe, 1, starttime, delay);
    64         //transform and draw sprite
    65         Sprite_Transform_Draw(paladin, 300, 200, width, height, frame, columns, 0, s, color);
    66         //stop sprite rendering
    67         spriteobj->End();
    68 
    69         //stop rendering
    70         d3ddev->EndScene();
    71         d3ddev->Present(NULL, NULL, NULL, NULL);
    72     }
    73 
    74     //Escape key ends program
    75     if (KEY_DOWN(VK_ESCAPE)) gameover = true;
    76 
    77     //controller Back button also ends
    78     if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK)
    79         gameover = true;
    80 }
    81 
    82 void Game_End()
    83 {
    84     //free memory and shut down
    85     paladin->Release();
    86 
    87     DirectInput_Shutdown();
    88     Direct3D_Shutdown();
    89 }

    那么:

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  • 原文地址:https://www.cnblogs.com/Trojan00/p/9560059.html
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