//-----------------------------------------------------------------
// UFO Application
// C++ Source - UFO.cpp
//-----------------------------------------------------------------
//-----------------------------------------------------------------
// Include Files
//-----------------------------------------------------------------
#include "UFO.h"
//-----------------------------------------------------------------
// Game Engine Functions
//-----------------------------------------------------------------
BOOL GameInitialize(HINSTANCE hInstance)
{
// Create the game engine
g_pGame = new GameEngine(hInstance, TEXT("UFO"),
TEXT("UFO"), IDI_UFO, IDI_UFO_SM, 800, 600);
if (g_pGame == NULL)
return FALSE;
// Set the frame rate
g_pGame->SetFrameRate(30);
// Store the instance handle
g_hInstance = hInstance;
return TRUE;
}
void GameStart(HWND hWindow)
{
// Create and load the background and saucer bitmaps
HDC hDC = GetDC(hWindow);
g_pBackground = new Bitmap(hDC, IDB_BACKGROUND, g_hInstance);
g_pSaucer = new Bitmap(hDC, IDB_SAUCER, g_hInstance, BA_WRAP);
// Set the initial saucer position and speed
g_iSaucerX = 250 - (g_pSaucer->GetWidth() / 2);
g_iSaucerY = 200 - (g_pSaucer->GetHeight() / 2);
g_iSpeedX = 0;
g_iSpeedY = 0;
}
void GameEnd()
{
// Cleanup the background and saucer bitmaps
delete g_pBackground;
delete g_pSaucer;
// Cleanup the game engine
delete g_pGame;
}
void GameActivate(HWND hWindow)
{
}
void GameDeactivate(HWND hWindow)
{
}
void GamePaint(HDC hDC)
{
// Draw the background and saucer bitmaps
g_pBackground->Draw(hDC, 0, 0);
g_pSaucer->Draw(hDC, g_iSaucerX, g_iSaucerY, TRUE);
}
void GameCycle()
{
// Update the saucer position
g_iSaucerX = min(800 - g_pSaucer->GetWidth(), max(0, g_iSaucerX + g_iSpeedX));
g_iSaucerY = min(515, max(0, g_iSaucerY + g_iSpeedY));
if(g_iSaucerX > max(0, g_iSaucerX + g_iSpeedX))
g_iSaucerX = 0;
// Force a repaint to redraw the saucer
InvalidateRect(g_pGame->GetWindow(), NULL, FALSE);
}
void HandleKeys()
{
// Change the speed of the saucer in response to arrow key presses
if (GetAsyncKeyState(VK_LEFT) < 0)
g_iSpeedX = max(-g_iMAXSPEED, --g_iSpeedX);
else if (GetAsyncKeyState(VK_RIGHT) < 0)
g_iSpeedX = min(g_iMAXSPEED, ++g_iSpeedX);
if (GetAsyncKeyState(VK_UP) < 0)
g_iSpeedY = max(-g_iMAXSPEED, --g_iSpeedY);
else if (GetAsyncKeyState(VK_DOWN) < 0)
g_iSpeedY = min(g_iMAXSPEED, ++g_iSpeedY);
}
void MouseButtonDown(int x, int y, BOOL bLeft)
{
if (bLeft)
{
// Set the saucer position to the mouse position
g_iSaucerX = x - (g_pSaucer->GetWidth() / 2);
g_iSaucerY = y - (g_pSaucer->GetHeight() / 2);
}
else
{
// Stop the saucer
g_iSpeedX = 0;
g_iSpeedY = 0;
}
}
void MouseButtonUp(int x, int y, BOOL bLeft)
{
}
void MouseMove(int x, int y)
{
}
Making object wrap around screen?New to C++ and need help
Page 1 of 1
1 Replies - 1659 Views - Last Post: 08 December 2006 - 10:01 AM
#1
Making object wrap around screen?
Posted 07 December 2006 - 01:25 PM
Hey guys, I'm new to C++ and having trouble with a program I'm working on. I'm trying to get it so when the UFO object goes to the left side of the screen, it'll appear on the right, and vice versa. I greatly appreciate any help, here's the code and if someone could take this code and add whatever statements to make this possible that'd be great:
Replies To: Making object wrap around screen?
#2
Re: Making object wrap around screen?
Posted 08 December 2006 - 10:01 AM
//check if off left edge...
if(g_iSaucerX + g_pSaucer->GetWidth() < 0)
{ g_iSaucerX = g_pBackground->GetWidth() -1;}
//check if off right side
if(g_iSaucerX >= g_pBackground->GetWidth() )
{ g_iSaucerX = 1 - g_pSaucer->GetWidth();}
Put the code in GameCycle()
I'm guessing this will work.
If so, do the same for saucerY if U want.
This post has been edited by gordo: 08 December 2006 - 10:24 AM
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