一、原理
1.利用前面学过的透明处理,这一次相当于是对每一帧图片进行透明处理,如第一次循环对第一帧进行透明处理,接着显示;第二次对第二帧透明处理,接着显示,直到最后一帧,然后再从第一帧开始,就这样无限循环
二、代码如下
#include "stdafx.h"
HINSTANCE hInst;
HBITMAP dra,bg;//bg为背景图,dra为恐龙连续跑动,前景图及屏蔽图
HDC hdc,mdc,bufdc;//hdc为窗口DC句柄;mdc储存要贴到窗口上的内容,并在此内存DC上进行透明处理;bufdc选取位图时用的DC
HWND hWnd;
DWORD tPre,tNow;//记录上一次绘图的时间;记录此次准备绘图的时间
int num,x,y;//通过改变位图坐标,来改变恐龙的运动位置,相当于利用坐标更换来刷新图片;num用来记录图号
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyPaint(HDC hdc);
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
MyRegisterClass(hInstance);
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0,0 ,PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
tNow = GetTickCount();
if(tNow-tPre >= 100)//每隔0.1s贴一次
MyPaint(hdc);
}
}
return msg.wParam;
}
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";
wcex.hIconSm = NULL;
return RegisterClassEx(&wcex);
}
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,10,10,640,520,true);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
hdc = GetDC(hWnd);
mdc = CreateCompatibleDC(hdc);
bufdc = CreateCompatibleDC(hdc);
bmp = CreateCompatibleBitmap(hdc,640,480);//建立空的位图对象bmp
SelectObject(mdc,bmp);//将bmp存储到mdc中
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; //图号
x = 640; //贴图起始X坐标,这时候恐龙在窗口的外面
y = 360; //贴图起始Y坐标
MyPaint(hdc);
return TRUE;
}
void MyPaint(HDC hdc)
{
if(num == 8)
num = 0;
SelectObject(bufdc,bg);
BitBlt(mdc,0,0,640,480,bufdc,0,0,SRCCOPY);//先把背景图贴到mdc
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);//对恐龙图进行透明处理后贴到mdc
BitBlt(hdc,0,0,640,480,mdc,0,0,SRCCOPY);//把mdc中的位图贴到hdc中,即每paint一次,就贴一次,bg每次都重复贴,恐龙位置发生变化
tPre = GetTickCount(); //记录绘图后的时间,到下一轮准备绘图之间的时间,这个用来调整游戏运行速度,即每一帧的刷新频率
num++;
x-=20;
if(x<=-95)//95是指恐龙图的宽,也就是它跑过窗口的最左侧至完全消失,其左上角坐标为(-95,y)
x = 640;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
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;
}