C++ to write simple shooting games

  • 2020-04-02 03:01:12
  • OfStack

Write your own program for the first time, very imperfect, there are many problems to be solved... Forgive me forgive me


#define GDIPVER 0x0110 
#define WIN32_LEAN_AND_MEAN 
#include <windows.h>
#include <ObjIdl.h>
#include <GdiPlus.h>
#include <windowsx.h>
#include <tchar.h>
#include <mmsystem.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include "resource.h"
#include <mmsystem.h> 
#pragma comment(lib, "winmm.lib")
#pragma comment(lib,"GdiPlus.lib")
using namespace Gdiplus;
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
static int cxball,cyball;
 
VOID OnPaint(HDC hDC,int x,int y)
{
  Graphics _g(hDC);
 
  //Construct the brush
  Pen _p(
    Color::Red,     //color
    2.0F);       //Pen width (default: 1.0f)
  _g.DrawEllipse(&_p,x, y, 50, 50);
 
  //Set the pen width with color
  _p.SetColor(Color(255,111,222,55)); // Set up the color
  _p.SetWidth(3.0F);//Set the pen width
 
  // Get pen width and color
  Color _c;_p.GetColor(&_c);// To obtain color
  REAL _r = _p.GetWidth();//Get a pen width
}
LRESULT CALLBACK WinProc(HWND hWnd, 
              UINT msg, 
              WPARAM wparam, 
              LPARAM lparam)
{
 
 
static PMSG pmsg;
 
switch(msg)
  {
    PAINTSTRUCT  ps ;
    HDC hDC;
    static int  cxClient, cyClient ;
    static int cxcreat,cycreat;
    static int times,score;
 
    TCHAR szText[256];
 
  case WM_CREATE: 
    {
    hDC = GetDC(hWnd);
     
    PlaySound(MAKEINTRESOURCE(IDR_WAVE1), hinstance_app, SND_RESOURCE | SND_ASYNC);
     
    times = 9;
    score = 0;
    ReleaseDC(hWnd,hDC);
    return(0);
    } break;
  case WM_SIZE:
    {
     cxClient = LOWORD (lparam) ;
     cyClient = HIWORD (lparam) ;
     return 0 ;
    }
    break;
 
  case WM_LBUTTONDOWN :
    {
      switch (wparam)
      {
      case MK_LBUTTON:
       
      hDC = GetDC(hWnd);
      sprintf(szText," Score of  %d",score);
      TextOut(hDC,900,240,szText,10);
      times--;
      sprintf(szText," The number for  %d",times);
      TextOut(hDC,900,280,szText,8);
      cxcreat = (int)LOWORD( lparam ) ;  //Gets the x coordinate information for the mouse position
      cycreat = (int)HIWORD( lparam ) ;  //Gets the y-coordinate information of the mouse position
      SetBkMode(hDC, OPAQUE);
      if(cxcreat>cxball-50&&cxcreat<cxball+50)
      {
        if(cycreat>cyball-50&&cycreat<cyball+50)
        {
          score+=100;
           
        }
      }
      if(times <= 0)
      {
        score = 0;
        times = 0;
        MessageBox(hWnd,TEXT(" Over The Times "),TEXT(" error "),MB_ICONERROR);
      }
      ReleaseDC(hWnd,hDC);
      break;
      }
      return 0;
    }
    break;
  case WM_PAINT: 
    {
    hDC = BeginPaint(hWnd,&ps);
    MoveToEx(hDC,800,0,NULL);
    LineTo(hDC,800,600);
    MoveToEx(hDC,0,600,NULL);
    LineTo(hDC,800,600);
    EndPaint(hWnd,&ps);
    return(0);
    } break;
 
  case WM_DESTROY: 
    {
    PlaySound(NULL, hinstance_app, SND_PURGE);
    PostQuitMessage(0);
    return(0);
    } break;
 
  default:break;
 
  }
return (DefWindowProc(hWnd, msg, wparam, lparam));
 
}
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
  HWND hwnd;
  ULONG_PTR GdiplusToken;
  GdiplusStartupInput GdiplusStartupInput;
  Status sResult = GdiplusStartup(&GdiplusToken, &GdiplusStartupInput, NULL);
  if(sResult != Ok)return 0;
   
  WNDCLASSEX WndClassEx = 
  {
    sizeof(WNDCLASSEX), 
    CS_HREDRAW | CS_VREDRAW,
    WinProc,
    0L,
    0L,
    GetModuleHandle(NULL),
    LoadIcon(hInst, MAKEINTRESOURCE(IDI_ICON1)),
    LoadCursor(hInst, MAKEINTRESOURCE(IDC_CURSOR1)),
    (HBRUSH)GetStockObject(WHITE_BRUSH),
    NULL,
    _T("SimpleWindowClass"),
    LoadIcon(hInst, MAKEINTRESOURCE(IDI_ICON1))
  };
  RegisterClassEx(&WndClassEx);
 
     hwnd = CreateWindow(
    _T("SimpleWindowClass"),
    _T("pan's game ~~"),
    WS_OVERLAPPEDWINDOW| WS_VSCROLL,
    CW_USEDEFAULT,
    CW_USEDEFAULT,
    CW_USEDEFAULT,
    CW_USEDEFAULT,
    GetDesktopWindow(),
    NULL,
    WndClassEx.hInstance,
    NULL);
 
  ShowWindow(hwnd, SW_SHOWDEFAULT);
  UpdateWindow(hwnd);
  HDC hdc;
  hdc = GetDC(hwnd);
  srand(GetTickCount());
  cxball = WINDOW_WIDTH/2;
  cyball = WINDOW_HEIGHT/2;
  RECT rect;
  rect.left=0;
  rect.bottom=600;
  rect.right=800;
  rect.top=0;
  int xv = -4+rand()%8;
  int yv = -4+rand()%8;
   
  MSG Msg;
  do
  {
    GetMessage(&Msg, NULL, 0U, 0U);
    TranslateMessage(&Msg);
    DispatchMessage(&Msg);
    OnPaint(hdc,cxball,cyball);
    cxball += xv;
    cyball += yv;
    if (cxball < 0 || cxball > WINDOW_WIDTH - 50)
    {
      xv=-xv;
      cxball += xv;
    }
    else if (cyball < 0 || cyball > WINDOW_HEIGHT - 50)
    {
      yv=-yv;
      cyball += yv;
    }
    OnPaint(hdc,cxball,cyball);
    Sleep(10);
    InvalidateRect(hwnd,&rect,TRUE);
  }while(Msg.message != WM_QUIT);
   
  ReleaseDC(hwnd,hdc);
  UnregisterClass(
    _T("SimpleWindowClass"),
    WndClassEx.hInstance);
  GdiplusShutdown(GdiplusToken);
  return 0;
}

Above is the article to share with you C++ prepared by the shooting game code, I hope you can like.


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