基本信息
源码名称:贪吃蛇VC++游戏代码
源码大小:1.30M
文件格式:.rar
开发语言:C/C++
更新时间:2021-05-10
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源码介绍
int WINAPI WinMain(HINSTANCE hCurrentInst,HINSTANCE hPrevInstance,
PSTR lpszCmdLine,int nCmdShow)
{
WNDCLASS wndClass;
HWND hWnd;
MSG msg;
UINT width,height;
//定义窗口
wndClass.style=CS_HREDRAW | CS_VREDRAW;
wndClass.lpfnWndProc=WndProc;
wndClass.cbClsExtra=0;
wndClass.cbWndExtra=0;
wndClass.hInstance=hCurrentInst;
wndClass.hIcon=LoadIcon(NULL,MAKEINTRESOURCE(IDI_MAIN));
wndClass.hCursor=LoadCursor(NULL,IDC_ARROW);
wndClass.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);
wndClass.lpszMenuName=NULL;
wndClass.lpszClassName="Snake_CLASS";
//注册窗口
RegisterClass(&wndClass);
//取整个屏幕的尺寸
width=GetSystemMetrics(SM_CXSCREEN);
height= GetSystemMetrics(SM_CYSCREEN);
//创建窗口
hWnd=CreateWindow(
"Snake_CLASS",
"skyblue snake",
WS_POPUP,
0,0,
width,height,
NULL,NULL,
hCurrentInst,
NULL);
hAppWnd = hWnd;
//显示窗口
ShowWindow(hWnd,nCmdShow);
UpdateWindow(hWnd);
//获取窗体大小
GetClientRect(hAppWnd, &g_ClientRect);
g_iClientWidth = g_ClientRect.right-g_ClientRect.left;
g_iClientHeight = g_ClientRect.bottom-g_ClientRect.top;
//将游戏区域分成纵,横均为20块的小方块
//并计算每块区域的大小
tableBlockWidth = (g_iClientWidth-2*WALL_WIDTH)/20;
tableBlockHeight = (g_iClientHeight-2*WALL_HEIGHT)/20;
//获取当前主窗口设备与windowDC关联
windowDC=GetDC(NULL);
//创建与windowDC兼容的内存设备环境
bufferDC=CreateCompatibleDC(windowDC);
picDC=CreateCompatibleDC(windowDC);
endDC=CreateCompatibleDC(windowDC);
scoreDC=CreateCompatibleDC(windowDC);
//位图的初始化或载入位图
bufferBMP=CreateCompatibleBitmap(windowDC,g_iClientWidth,g_iClientHeight);
picBMP=(HBITMAP)LoadImage(NULL,"snake.bmp",IMAGE_BITMAP,160,80,LR_LOADFROMFILE);
hbmpWall=(HBITMAP)LoadImage(NULL,"brick.bmp",IMAGE_BITMAP,16,16,LR_LOADFROMFILE);
endBMP = (HBITMAP)LoadImage(NULL,"end.bmp",IMAGE_BITMAP,369,300,LR_LOADFROMFILE);
hbmpScore=(HBITMAP)LoadImage(NULL,"scoreboard.bmp",IMAGE_BITMAP,265,55,LR_LOADFROMFILE);
//声明位图与设备环境的关联
SelectObject(bufferDC,bufferBMP);
SelectObject(picDC,picBMP);
SelectObject(endDC,endBMP);
SelectObject(scoreDC,hbmpScore);
//建立画刷与其名相对应的图像的关联,
//以备用刷子将墙刷出来,用PatBlt()实现
hbrushWall = CreatePatternBrush(hbmpWall);
StartGame();
while(GetMessage(&msg,NULL,0,0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
int WINAPI WinMain(HINSTANCE hCurrentInst,HINSTANCE hPrevInstance,
PSTR lpszCmdLine,int nCmdShow)
{
WNDCLASS wndClass;
HWND hWnd;
MSG msg;
UINT width,height;
//定义窗口
wndClass.style=CS_HREDRAW | CS_VREDRAW;
wndClass.lpfnWndProc=WndProc;
wndClass.cbClsExtra=0;
wndClass.cbWndExtra=0;
wndClass.hInstance=hCurrentInst;
wndClass.hIcon=LoadIcon(NULL,MAKEINTRESOURCE(IDI_MAIN));
wndClass.hCursor=LoadCursor(NULL,IDC_ARROW);
wndClass.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);
wndClass.lpszMenuName=NULL;
wndClass.lpszClassName="Snake_CLASS";
//注册窗口
RegisterClass(&wndClass);
//取整个屏幕的尺寸
width=GetSystemMetrics(SM_CXSCREEN);
height= GetSystemMetrics(SM_CYSCREEN);
//创建窗口
hWnd=CreateWindow(
"Snake_CLASS",
"skyblue snake",
WS_POPUP,
0,0,
width,height,
NULL,NULL,
hCurrentInst,
NULL);
hAppWnd = hWnd;
//显示窗口
ShowWindow(hWnd,nCmdShow);
UpdateWindow(hWnd);
//获取窗体大小
GetClientRect(hAppWnd, &g_ClientRect);
g_iClientWidth = g_ClientRect.right-g_ClientRect.left;
g_iClientHeight = g_ClientRect.bottom-g_ClientRect.top;
//将游戏区域分成纵,横均为20块的小方块
//并计算每块区域的大小
tableBlockWidth = (g_iClientWidth-2*WALL_WIDTH)/20;
tableBlockHeight = (g_iClientHeight-2*WALL_HEIGHT)/20;
//获取当前主窗口设备与windowDC关联
windowDC=GetDC(NULL);
//创建与windowDC兼容的内存设备环境
bufferDC=CreateCompatibleDC(windowDC);
picDC=CreateCompatibleDC(windowDC);
endDC=CreateCompatibleDC(windowDC);
scoreDC=CreateCompatibleDC(windowDC);
//位图的初始化或载入位图
bufferBMP=CreateCompatibleBitmap(windowDC,g_iClientWidth,g_iClientHeight);
picBMP=(HBITMAP)LoadImage(NULL,"snake.bmp",IMAGE_BITMAP,160,80,LR_LOADFROMFILE);
hbmpWall=(HBITMAP)LoadImage(NULL,"brick.bmp",IMAGE_BITMAP,16,16,LR_LOADFROMFILE);
endBMP = (HBITMAP)LoadImage(NULL,"end.bmp",IMAGE_BITMAP,369,300,LR_LOADFROMFILE);
hbmpScore=(HBITMAP)LoadImage(NULL,"scoreboard.bmp",IMAGE_BITMAP,265,55,LR_LOADFROMFILE);
//声明位图与设备环境的关联
SelectObject(bufferDC,bufferBMP);
SelectObject(picDC,picBMP);
SelectObject(endDC,endBMP);
SelectObject(scoreDC,hbmpScore);
//建立画刷与其名相对应的图像的关联,
//以备用刷子将墙刷出来,用PatBlt()实现
hbrushWall = CreatePatternBrush(hbmpWall);
StartGame();
while(GetMessage(&msg,NULL,0,0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}