HGE的例题是从02开始的,其实都很简单。
tutorial02
/*
** Haaf's Game Engine 1.6
** Copyright (C) 2003-2006, Relish Games
** hge.relishgames.com
**
** hge_tut02 - Using input, sound and rendering
*/
// Copy the files "particles.png" and "menu.wav"
// from the folder "precompiled" to the folder with
// executable file. Also copy hge.dll and bass.dll
// to the same folder.
#include "..\..\include\hge.h"
HGE *hge=0;
// Quad is the basic primitive in HGE
// used for rendering graphics.
// Quad contains 4 vertices, numbered
// 0 to 3 clockwise.
hgeQuad quad;
// Handle for a sound effect
HEFFECT snd;
// Some "gameplay" variables and constants
float x=100.0f, y=100.0f; //起始位置
float dx=0.0f, dy=0.0f;
const float speed=90; //速度
const float friction=0.98f; //摩擦系数
// This function plays collision sound with
// parameters based on sprite position and speed
void boom() {
int pan=int((x-400)/4);
float pitch=(dx*dx+dy*dy)*0.0005f+0.2f;
hge->Effect_PlayEx(snd,100,pan,pitch); //根据位置的特效音乐
}
bool FrameFunc()
{
// Get the time elapsed since last call of FrameFunc().
// This will help us to synchronize on different
// machines and video modes.
float dt=hge->Timer_GetDelta();
// Process keys
// 键盘响应
if (hge->Input_GetKeyState(HGEK_ESCAPE)) return true;
if (hge->Input_GetKeyState(HGEK_LEFT)) dx-=speed*dt;
if (hge->Input_GetKeyState(HGEK_RIGHT)) dx+=speed*dt;
if (hge->Input_GetKeyState(HGEK_UP)) dy-=speed*dt;
if (hge->Input_GetKeyState(HGEK_DOWN)) dy+=speed*dt;
// Do some movement calculations and collision detection
// 这里的16像素差距应该是球体的半径
dx*=friction; dy*=friction; x+=dx; y+=dy;
if(x>784) {x=784-(x-784);dx=-dx;boom();}
if(x<16) {x=16+16-x;dx=-dx;boom();}
if(y>584) {y=584-(y-584);dy=-dy;boom();}
if(y<16) {y=16+16-y;dy=-dy;boom();}
// Set up quad's screen coordinates
// 确定位置
quad.v[0].x=x-16; quad.v[0].y=y-16;
quad.v[1].x=x+16; quad.v[1].y=y-16;
quad.v[2].x=x+16; quad.v[2].y=y+16;
quad.v[3].x=x-16; quad.v[3].y=y+16;
// Continue execution
return false;
}
// This function will be called by HGE when
// the application window should be redrawn.
// Put your rendering code here.
bool RenderFunc()
{
// Begin rendering quads.
// This function must be called
// before any actual rendering.
// HGE渲染开始
hge->Gfx_BeginScene();
// Clear screen with black color
// HGE清屏
hge->Gfx_Clear(0);
// Render quads here. This time just
// one of them will serve our needs.
hge->Gfx_RenderQuad(&quad);
// End rendering and update the screen
// HGE渲染结束
hge->Gfx_EndScene();
// RenderFunc should always return false
return false;
}
int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
// Get HGE interface
hge = hgeCreate(HGE_VERSION);
// Set up log file, frame function, render function and window title
hge->System_SetState(HGE_LOGFILE, "hge_tut06.log");
hge->System_SetState(HGE_FRAMEFUNC, FrameFunc); //
hge->System_SetState(HGE_RENDERFUNC, RenderFunc); //渲染
hge->System_SetState(HGE_TITLE, "HGE Tutorial 02 - Using input, sound and rendering");//标题
// Set up video mode
hge->System_SetState(HGE_WINDOWED, true); //窗口
hge->System_SetState(HGE_SCREENWIDTH, 800); //长
hge->System_SetState(HGE_SCREENHEIGHT, 600); //宽
hge->System_SetState(HGE_SCREENBPP, 32); //色深
if(hge->System_Initiate())
{
// Load sound and texture
// 声音和纹理
snd=hge->Effect_Load("menu.wav");
quad.tex=hge->Texture_Load("particles.png");
if(!snd && !quad.tex)
{
// If one of the data files is not found, display
// an error message and shutdown.
MessageBox(NULL, "Can't load MENU.WAV or PARTICLES.PNG", "Error", MB_OK | MB_ICONERROR | MB_APPLMODAL);
hge->System_Shutdown();
hge->Release();
return 0;
}
// Set up quad which we will use for rendering sprite
quad.blend=BLEND_ALPHAADD | BLEND_COLORMUL | BLEND_ZWRITE;
for(int i=0;i<4;i++)
{
// Set up z-coordinate of vertices
quad.v.z=0.5f;
// Set up color. The format of DWORD col is 0xAARRGGBB
quad.v.col=0xFFFFA000;
}
// Set up quad's texture coordinates.
// 0,0 means top left corner and 1,1 -
// bottom right corner of the texture.
// 设置纹理坐标
quad.v[0].tx=96.0/128.0; quad.v[0].ty=64.0/128.0;
quad.v[1].tx=128.0/128.0; quad.v[1].ty=64.0/128.0;
quad.v[2].tx=128.0/128.0; quad.v[2].ty=96.0/128.0;
quad.v[3].tx=96.0/128.0; quad.v[3].ty=96.0/128.0;
// Let's rock now!
hge->System_Start();
// Free loaded texture and sound
hge->Texture_Free(quad.tex);
hge->Effect_Free(snd);
}
else MessageBox(NULL, hge->System_GetErrorMessage(), "Error", MB_OK | MB_ICONERROR | MB_SYSTEMMODAL);
// Clean up and shutdown
hge->System_Shutdown();
hge->Release();
return 0;
}
[此贴子已经被AnnO于2006-11-2 13:46:18编辑过] |