游戏编程基础008---透明动画
代码下载:/2012/0118/20120118080904609.rar/************************************************************************/
/*
'透明动画' 是游戏中一定会用到的基本技巧,他通过图案的连续显示及透明来产生
背景图上的动画效果,制作的前提是,必须在暂存dc上完成每一张跑动的透明然后
再贴到窗口上,这样在画面更新的时候才不会出现透明贴图过程中产生闪烁的现象
*/
/************************************************************************//
#include "stdafx.h"
//全局变量声明
HINSTANCE hInst;
HBITMAP dra,bg;
HDC hdc,mdc,bufdc; //mdc存储在贴到窗口上的内容,并在此内存DC上进行透明处理;bufdc选取位图用的DC
HWND hWnd;
DWORD tPre,tNow;
int num,x,y; //x y为每次恐龙图案的贴图坐标;利用贴图坐标值的改变,产生动画前进的效果
//全局函数
void MyPaint(HDC);
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyPaint(HDC hdc);
//****程序入口**************************************
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
www.zzzyk.com LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
MyRegisterClass(hInstance);
//运行初始化函数
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
//游戏循环
PeekMessage(&msg, NULL, 0, 0, PM_REMOVE);
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;
}
//****定义及注册窗口类别函数*************************
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"; //类别名称
wcex.hIconSm = NULL;
return RegisterClassEx(&wcex);
}
//****初始化*************************************
// 加载位图并设定各对象初始值
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
char filename[20] = "";
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,10,10,600,450,true);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
hdc = GetDC(hWnd);
mdc = CreateCompatibleDC(hdc);
bufdc = CreateCompatibleDC(hdc);
bmp = CreateCompatibleBitmap(hdc,640,480);
SelectObject(mdc,bmp);
dra = (HBITMAP)LoadImage(NULL,"dra.bmp",IMAGE_BITMAP,760,198,LR_LOADFROMFILE);
bg = (HBITMAP)LoadImage(NULL,"bg.bmp",IMAGE_BITMAP,640,480,LR_LOADFROMFILE);
num = 0; //显示图号
x = 640; //贴图起始X坐标
y = 350; //贴图起始Y坐标
MyPaint(hdc);
return TRUE;
}
/************************************************************************/
/*
1.恐龙跑动图案透明
2.更新贴图坐标
*/
/************************************************************************/
void MyPaint(HDC hdc)
{
if(num == 8)
num = 0;
//在mdc中贴上背景图
SelectObject(bufdc,bg);
BitBlt(mdc,0,0,640,480,bufdc,0,0,SRCCOPY);
//在mdc上进行透明处理
SelectObject(bufdc,dra);
BitBlt(mdc,x,y,95,99,bufdc,num*95,99,SRCAND);
BitBlt(mdc,x,y,95,99,bufdc,num*95,0,SRCPAINT);
//最后将图画显示在窗口中
BitBlt(hdc,0,0,640,480,mdc,0,0,SRCCOPY);
tPre = GetTickCount(); //记录此次绘图时间
num++;
x-=20; //计算下次贴图坐标
if(x<=-95)
x = 640;
}
//****回调函数***********************************
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
//PAINTSTRUCT ps;
//HDC hdc;
switch (message)
{
//case WM_PAINT:
// hdc = BeginPaint(hWnd, &ps);
// EndPaint(hWnd, &ps);
// break;
case WM_DESTROY:
DeleteDC(mdc);
DeleteDC(bufdc);
DeleteObject(dra);
DeleteObject(bg);
ReleaseDC(hWnd,hdc);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
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