- 写一个游戏引擎类的头文件(.h);
- 写一个游戏引擎类的实现文件(.cpp);
- 在编程中如何调用游戏引擎。
一 、在VS2015中新建一个 Visual C++ 常规空项目,添加一个游戏引擎头文件实现文件。详细步骤如下:
二 、游戏引擎头文件 GameEngine.h 源代码:
#pragma once #includeint WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow); LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); BOOL GameInitialize(HINSTANCE hInstance); void GameStart(HWND hWindow); void GameEnd(); void GameActivate(HWND hWindow); void GameDeactivate(HWND hWindow); void GamePaint(HDC hDC); void GameCycle(); class GameEngine { protected: //成员变量 static GameEngine* m_pGameEngine; HINSTANCE m_hInstance; HWND m_hWindow; TCHAR m_szWindowClass[32]; TCHAR m_szTitle[32]; WORD m_wIcon, m_wSmallIcon; int m_iWidth, m_iHeight; int m_iFrameDelay; BOOL m_bSleep; public: //构造函数/析构函数 GameEngine(HINSTANCE hInstance, LPTSTR szWindowClass, LPTSTR szTitle, WORD wIcon, WORD wSmallIcon, int iWidth = 640, int iHeight = 480); virtual ~GameEngine(); static GameEngine* GetEngine() { return m_pGameEngine; }; BOOL Initialize(int iCmdShow); LRESULT HandleEvent(HWND hWindow, UINT msg, WPARAM wParam, LPARAM lParam); HINSTANCE GetInstance() { return m_hInstance; }; HWND GetWindow() { return m_hWindow; }; void SetWindow(HWND hWindow) { m_hWindow = hWindow; }; LPTSTR GetTitle() { return m_szTitle; }; WORD GetIcon() { return m_wIcon; }; WORD GetSmallIcon() { return m_wSmallIcon; }; int GetWidth() { return m_iWidth; }; int GetHeight() { return m_iHeight; }; int GetFrameDelay() { return m_iFrameDelay; }; void SetFrameRate(int iFrameRate) { m_iFrameDelay = 1000 / iFrameRate; }; BOOL GetSleep() { return m_bSleep; }; void SetSleep(BOOL bSleep) { m_bSleep = bSleep; }; };
三 、游戏引擎实现文件 GameEngine.cpp 源代码:
#include "GameEngine.h"
GameEngine *GameEngine::m_pGameEngine = NULL;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,PSTR szCmdLine, int iCmdShow)
{
MSG msg;
static int iTickTrigger = 0;
int iTickCount;
if (GameInitialize(hInstance))
{
// 初始化游戏引擎
if (!GameEngine::GetEngine()->Initialize(iCmdShow))
return FALSE;
// 进入主消息循环
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// 处理消息
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//确保游戏引擎没有处在休眠状态
if (!GameEngine::GetEngine()->GetSleep())
{
// Check the tick count to see if a game cycle has elapsed
iTickCount = GetTickCount();
if (iTickCount > iTickTrigger)
{
iTickTrigger = iTickCount +
GameEngine::GetEngine()->GetFrameDelay();
GameCycle();
}
}
}
}
return (int)msg.wParam;
}
// 结束游戏
GameEnd();
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hWindow, UINT msg, WPARAM wParam, LPARAM lParam)
{
// 将所有Windows消息路由到游戏引擎
return GameEngine::GetEngine()->HandleEvent(hWindow, msg, wParam, lParam);
}
//-----------------------------------------------------------------
// 游戏引擎的构造函数/析构函数
//-----------------------------------------------------------------
GameEngine::GameEngine(HINSTANCE hInstance, LPTSTR szWindowClass,
LPTSTR szTitle, WORD wIcon, WORD wSmallIcon, int iWidth, int iHeight)
{
// 设置游戏引擎的成员变量
m_pGameEngine = this;
m_hInstance = hInstance;
m_hWindow = NULL;
if (lstrlen(szWindowClass) > 0)
lstrcpy(m_szWindowClass, szWindowClass);
if (lstrlen(szTitle) > 0)
lstrcpy(m_szTitle, szTitle);
m_wIcon = wIcon;
m_wSmallIcon = wSmallIcon;
m_iWidth = iWidth;
m_iHeight = iHeight;
m_iFrameDelay = 50; // 游戏周期,一般设为20帧/秒
m_bSleep = TRUE;
}
GameEngine::~GameEngine()
{
}
BOOL GameEngine::Initialize(int iCmdShow)
{
WNDCLASSEX wndclass;
// 为主窗口创建窗口类
wndclass.cbSize = sizeof(wndclass);
wndclass.style = CS_HREDRAW | CS_VREDRAW;
wndclass.lpfnWndProc = WndProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = m_hInstance;
wndclass.hIcon = LoadIcon(m_hInstance,
MAKEINTRESOURCE(GetIcon()));
wndclass.hIconSm = LoadIcon(m_hInstance,
MAKEINTRESOURCE(GetSmallIcon()));
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndclass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = m_szWindowClass;
// 注册窗口类
if (!RegisterClassEx(&wndclass))
return FALSE;
// 根据游戏大小计算窗口大小和位置
int iWindowWidth = m_iWidth + GetSystemMetrics(SM_CXFIXEDFRAME) * 2,
iWindowHeight = m_iHeight + GetSystemMetrics(SM_CYFIXEDFRAME) * 2 +
GetSystemMetrics(SM_CYCAPTION);
if (wndclass.lpszMenuName != NULL)
iWindowHeight += GetSystemMetrics(SM_CYMENU);
int iXWindowPos = (GetSystemMetrics(SM_CXSCREEN) - iWindowWidth) / 2,
iYWindowPos = (GetSystemMetrics(SM_CYSCREEN) - iWindowHeight) / 2;
// 创建窗口
m_hWindow = CreateWindow(m_szWindowClass, m_szTitle, WS_POPUPWINDOW |
WS_CAPTION | WS_MINIMIZEBOX, iXWindowPos, iYWindowPos, iWindowWidth,
iWindowHeight, NULL, NULL, m_hInstance, NULL);
if (!m_hWindow)
return FALSE;
// 显示并更新窗口
ShowWindow(m_hWindow, iCmdShow);
UpdateWindow(m_hWindow);
return TRUE;
}
LRESULT GameEngine::HandleEvent(HWND hWindow, UINT msg, WPARAM wParam, LPARAM lParam)
{
// 将Windows消息路由到游戏引擎成员函数
switch (msg)
{
case WM_CREATE:
// 设置游戏窗口并开始游戏
SetWindow(hWindow);
GameStart(hWindow);
return 0;
case WM_SETFOCUS:
//激活游戏并更新睡眠状态
GameActivate(hWindow);
SetSleep(FALSE);
return 0;
case WM_KILLFOCUS:
// 停用游戏并更新睡眠状态
GameDeactivate(hWindow);
SetSleep(TRUE);
return 0;
case WM_PAINT:
HDC hDC;
PAINTSTRUCT ps;
hDC = BeginPaint(hWindow, &ps);
// 绘制游戏
GamePaint(hDC);
EndPaint(hWindow, &ps);
return 0;
case WM_DESTROY:
// 结束游戏并退出应用程序
GameEnd();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWindow, msg, wParam, lParam);
}
四 、调用游戏引擎,添加一个要做的游戏应用文件 FIRSTGAME.cpp 源码如下:
#pragma once #include#include "Resource.h" #include "GameEngine.h" GameEngine* g_pGame; BOOL GameInitialize(HINSTANCE hInstance) { // 创建游戏引擎 g_pGame = new GameEngine(hInstance, TEXT("第一个游戏"), TEXT("第一个游戏"), IDI_ICON1, IDI_ICON2); //IDI_ICON1, IDI_ICON2 这是建立游戏资源.ico后缀图片的ID if (g_pGame == NULL) return FALSE; // 设定游戏速度为15帧/秒 g_pGame->SetFrameRate(15); return TRUE; } void GameStart(HWND hWindow) { } void GameEnd() { // 清理游戏引擎 delete g_pGame; } void GameActivate(HWND hWindow) { HDC hDC; RECT rect; // 在游戏屏幕上绘制激活文本 GetClientRect(hWindow, &rect); hDC = GetDC(hWindow); DrawText(hDC, TEXT("第一个游戏开始!"), -1, &rect, DT_SINGLELINE | DT_CENTER | DT_VCENTER); ReleaseDC(hWindow, hDC); } void GameDeactivate(HWND hWindow) { HDC hDC; RECT rect; // 在游戏屏幕上绘制激停文本 GetClientRect(hWindow, &rect); hDC = GetDC(hWindow); DrawText(hDC, TEXT("第一个游戏结束!"), -1, &rect, DT_SINGLELINE | DT_CENTER | DT_VCENTER); ReleaseDC(hWindow, hDC); } void GamePaint(HDC hDC) { } void GameCycle() { HDC hDC; HWND hWindow = g_pGame->GetWindow(); // 在游戏屏幕上的任意位置绘制游戏图标 hDC = GetDC(hWindow); DrawIcon(hDC,200,200,(HICON)(WORD)GetClassLong(hWindow, GCL_HICON)); ReleaseDC(hWindow, hDC); }
五 、编译后运行画面:
六 、源代码出自如下书籍资料:
1.游戏编程精粹 作者:(美) Michael Dickheiser著
2.游戏编程入门 作者:(美) Michael Morrison著



