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:

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