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// WindowsProject1.cpp : 定义应用程序的入口点。
//
#include "framework.h"
#include "WindowsProject1.h"
#define MAX_LOADSTRING 100
// 全局变量:
HINSTANCE hInst; // 当前实例
WCHAR szTitle[MAX_LOADSTRING]; // 标题栏文本
WCHAR szWindowClass[MAX_LOADSTRING]; // 主窗口类名
// 此代码模块中包含的函数的前向声明:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPWSTR lpCmdLine,
_In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// TODO: 在此处放置代码。
// 初始化全局字符串
LoadStringW(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadStringW(hInstance, IDC_WINDOWSPROJECT1, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// 执行应用程序初始化:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_WINDOWSPROJECT1));
MSG msg;
// 主消息循环:
while (GetMessage(&msg, nullptr, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
//
// 函数: MyRegisterClass()
//
// 目标: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_WINDOWSPROJECT1));
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCEW(IDC_WINDOWSPROJECT1);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassExW(&wcex);
}
//
// 函数: InitInstance(HINSTANCE, int)
//
// 目标: 保存实例句柄并创建主窗口
//
// 注释:
//
// 在此函数中,我们在全局变量中保存实例句柄并
// 创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // 将实例句柄存储在全局变量中
HWND hWnd = CreateWindowW(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, hInstance, nullptr);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// 函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// 目标: 处理主窗口的消息。
//
// WM_COMMAND - 处理应用程序菜单
// WM_PAINT - 绘制主窗口
// WM_DESTROY - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_COMMAND:
{
int wmId = LOWORD(wParam);
// 分析菜单选择:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
// TODO: 在此处添加使用 hdc 的任何绘图代码...
EndPaint(hWnd, &ps);
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// “关于”框的消息处理程序。
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}
#include <SDL.h>
#include <iostream>
#include <cmath>
#include <ctime>
// 定义游戏常量
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
const int PLAYER_SIZE = 50;
const int COW_SIZE = 50;
const int ZOMBIE_SIZE = 50;
const float PLAYER_SPEED = 5.0f;
const float COW_SPEED = 0.7f * PLAYER_SPEED;
const float ZOMBIE_SPEED = 0.8f * PLAYER_SPEED;
const float DAY_NIGHT_CYCLE_DURATION = 0.3f; // 游戏一天的时长
// 游戏状态
bool gameRunning = true;
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
// 玩家、牛、僵尸的位置和健康值
SDL_Rect playerPos = { SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 };
SDL_Rect cowPos;
SDL_Rect zombiePos;
int playerHealth = 100;
int zombieHealth = 5;
// 函数声明
void handleEvents();
void updateGame();
void renderGame();
void cleanUp();
void spawnCow();
void spawnZombie();
void checkCollisions();
void attackZombie();
int main(int argc, char* argv[]) {
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("2D Minecraft", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// 游戏主循环
while (gameRunning) {
handleEvents();
updateGame();
renderGame();
}
cleanUp();
return 0;
}
void handleEvents() {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
gameRunning = false;
}
// 玩家控制
if (e.type == SDL_KEYDOWN) {
switch (e.key.keysym.sym) {
case SDLK_LEFT: playerPos.x -= PLAYER_SPEED; break;
case SDLK_RIGHT: playerPos.x += PLAYER_SPEED; break;
case SDLK_UP: playerPos.y -= PLAYER_SPEED; break;
全副K_DOWN: playerPos.y += PLAYER_SPEED; break;
default: break;
}
}
}
}
void updateGame() {
// 游戏逻辑更新
spawnCow();
spawnZombie();
checkCollisions();
attackZombie();
}
void renderGame() {
// 渲染游戏画面
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// 绘制玩家
// 绘制树木
// 绘制牛
// 绘制僵尸
// 绘制生命条
SDL_RenderPresent(renderer);
}
void cleanUp() {
// 清理资源
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
void spawnCow() {
// 随机生成牛的位置
}
void spawnZombie() {
// 随机生成僵尸的位置
}
void checkCollisions() {
// 检查碰撞
}
void attackZombie() {
// 玩家攻击僵尸
}