// PhilVaz Game Circles // Bounces small red circles/balls around the screen // Full Screen GDI demo // Apr 15, 2003 // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN #include // include all the windows headers #include // include useful macros #include // for rand functions #include #include // DEFINES //////////////////////////////////////////////// // defines for windows #define WINDOW_CLASS_NAME "WINCLASS1" #define WINDOW_WIDTH 800 // size of game window #define WINDOW_HEIGHT 600 #define GAME_SPEED 20 // speed of game (increase to go slower) // MACROS ///////////////////////////////////////////////// #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // GLOBALS //////////////////////////////////////////////// HWND game_window = NULL; // global game window handle HINSTANCE game_instance = NULL; // global game instance handle HDC game_dc = NULL; // global device context (for GDI) handle DEVMODE game_screen; // global for full screen mode // global pen and brush HPEN color_pen = CreatePen(PS_SOLID, 1, RGB(255,0,0)); HBRUSH color_brush = CreateSolidBrush(RGB(255,0,0)); HPEN black_pen = CreatePen(PS_SOLID, 1, RGB(0,0,0)); HBRUSH black_brush = CreateSolidBrush(RGB(0,0,0)); // global ball position and speed int xball[99], yball[99], xmove[99], ymove[99]; // FUNCTIONS ////////////////////////////////////////////// void GameInit(); void GameMain(); void GameQuit(); // WINPROC //////////////////////////////////////////////// LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { // this is the main message handler of the system HDC hdc; // handle to a device context PAINTSTRUCT ps; // used in WM_PAINT switch(msg) // what is the message { case WM_CREATE: { // do initialization stuff here return(0); // return success } break; case WM_PAINT: { hdc = BeginPaint(hwnd, &ps); // validate the window EndPaint(hwnd, &ps); return(0); // return success } break; case WM_DESTROY: { PostQuitMessage(0); // kill the application, sends a WM_QUIT message return(0); // return success } break; default:break; } // end switch // process any messages that we didn't take care of return (DefWindowProc(hwnd, msg, wparam, lparam)); } // end WinProc // WINMAIN //////////////////////////////////////////////// int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow) { WNDCLASSEX winclass; // this will hold the class we create HWND hwnd; // generic window handle MSG msg; // generic message // first fill in the window class structure winclass.cbSize = sizeof(WNDCLASSEX); winclass.style = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW; winclass.lpfnWndProc = WinProc; winclass.cbClsExtra = 0; winclass.cbWndExtra = 0; winclass.hInstance = hinstance; winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); winclass.hCursor = LoadCursor(NULL, IDC_ARROW); winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); winclass.lpszMenuName = NULL; winclass.lpszClassName = WINDOW_CLASS_NAME; // save the game instance handle game_instance = hinstance; // register the window class if (!RegisterClassEx(&winclass)) return(0); // create the window if (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class "Game Circles", // title WS_POPUP | WS_VISIBLE, // use POPUP for full screen 0,0, // initial game window x,y WINDOW_WIDTH, // initial game width WINDOW_HEIGHT, // initial game height NULL, // handle to parent NULL, // handle to menu hinstance, // instance of this application NULL))) // extra creation parms return(0); // save the game window handle game_window = hwnd; GameInit(); // game initialization function called here // enter main event loop using PeekMessage() to retrieve messages while(TRUE) { // get initial tick count to keep game speed constant DWORD start_tick = GetTickCount(); // is there a message in queue, if so get it if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { // test if this is a quit if (msg.message == WM_QUIT) break; // translate any accelerator keys TranslateMessage(&msg); // send the message to WinProc DispatchMessage(&msg); } // end if GameMain(); // game main processing function called here // check for key and send quit game if (KEYDOWN(VK_ESCAPE)) SendMessage (hwnd, WM_CLOSE, 0, 0); // wait until we hit correct game speed frame rate while ((GetTickCount() - start_tick) < GAME_SPEED); } // end while GameQuit(); // game quit function and clean up before exit called here return(msg.wParam); // return to Windows } // end WinMain // BEGIN GAME CODE //////////////////////////////////////// /////////////////////////////////////////////////////////// // // GAME INITIALIZATION // /////////////////////////////////////////////////////////// void GameInit() { int i; // for count loop srand(GetTickCount()); // seed the random numbers // temporary change to full screen mode ZeroMemory(&game_screen, sizeof(game_screen)); // clear out size of DEVMODE struct game_screen.dmSize = sizeof(game_screen); game_screen.dmPelsWidth = WINDOW_WIDTH; game_screen.dmPelsHeight = WINDOW_HEIGHT; game_screen.dmBitsPerPel = 16; game_screen.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL; ChangeDisplaySettings(&game_screen, CDS_FULLSCREEN); game_dc = GetDC(game_window); // get the GDI device context // set initial position and speed of balls/circles for (i = 0; i < 50; i++) { xball[i] = rand()%WINDOW_WIDTH; yball[i] = rand()%WINDOW_HEIGHT; xmove[i] = (rand()%20) - 10; // x speed from -10 to +10 ymove[i] = (rand()%20) - 10; // y speed from -10 to +10 } } // END OF GameInit /////////////////////////////////////////////////////////// // // GAME MAIN LOOP AND PROCESSING // /////////////////////////////////////////////////////////// void GameMain() { int i; // for count loop int x, y; // for x and y position // erase and draw the balls/circles for (i = 0; i < 50; i++) { // save the x and y position of current ball/circle x = xball[i]; y = yball[i]; // first erase them SelectObject(game_dc, black_pen); SelectObject(game_dc, black_brush); Ellipse(game_dc, x, y, x + 32, y + 32); // then move them x += xmove[i]; y += ymove[i]; // check if out of range on x axis if (x < 0 || x > WINDOW_WIDTH - 32) { // if so bounce and push back xmove[i] = -xmove[i]; x += xmove[i]; } // check if out of range on y axis if (y < 0 || y > WINDOW_HEIGHT - 32) { // if so bounce and push back ymove[i] = -ymove[i]; y += ymove[i]; } // after move redraw them in new position SelectObject(game_dc, color_pen); SelectObject(game_dc, color_brush); Ellipse(game_dc, x, y, x + 32, y + 32); // store the new x and y position xball[i] = x; yball[i] = y; } // end of for loop } // END OF GameMain /////////////////////////////////////////////////////////// // // GAME QUIT AND CLEAN UP // /////////////////////////////////////////////////////////// void GameQuit() { // delete the pens and brushes DeleteObject(color_pen); DeleteObject(color_brush); DeleteObject(black_pen); DeleteObject(black_brush); // release the device context (for GDI) from the game window ReleaseDC(game_window, game_dc); // return to original display settings ChangeDisplaySettings(NULL,NULL); } // END OF GameQuit // END GAME CODE //////////////////////////////////////////