#include <ege.h>
const float base_speed = 0.5f;
const float randspeed = 1.5f;
//自定义函数,用来返回一个0 - m之间的浮点数
float myrand(float m)
{
return (float)(ege::randomf() * m);
}
//定义一个AniObj类,这个与前一个除了函数名,和update加了返回值以外没有变化
class AniObj
{
public:
//初始化,设置坐标,速度方向,透明度,创建IMAGE等
AniObj()
{
_x = myrand((float)ege::getwidth());
_y = myrand((float)ege::getheight());
_r = ege::random() + ;
_dx = myrand(randspeed) + base_speed;
_dy = myrand(randspeed) + base_speed;
_dx = _dx * float(ege::random() * 2.0 - );
_dy = _dy * float(ege::random() * 2.0 - );
_alpha = ege::random() + ;
_da = ege::random() * - ;
_img = ege::newimage(_r * , _r * );
ege::setcolor(ege::hsv2rgb(myrand(360.0f), 1.0f, 1.0f), _img);
ege::setfillcolor(ege::hsv2rgb(myrand(360.0f), 1.0f, 1.0f), _img);
ege::fillellipse(_r, _r, _r, _r, _img);
}
//释放这个对象时调用
~AniObj()
{
ege::delimage(_img);
}
//更新位置等相关属性
int update()
{
// 当前位置 + 速度
_x += _dx;
_y += _dy;
if (_x < ) _dx = myrand(randspeed) + base_speed; //碰左
if (_y < ) _dy = myrand(randspeed) + base_speed; //碰上
if (_x >= ege::getwidth() - _r * ) _dx = -(myrand(randspeed) + base_speed); //碰右
if (_y >= ege::getheight() - _r * ) _dy = -(myrand(randspeed) + base_speed); //碰下
// 改变alpha值
_alpha += _da;
if (_alpha <= ) _da = ;
if (_alpha >= 0xFF) _da = -;
return ;
}
//根据属性值绘画
void render()
{
ege::putimage_alphatransparent(NULL, _img, (int)_x, (int)_y, ege::BLACK, (unsigned char)_alpha);
}
void onkey(int key)
{
//
}
private:
float _x, _y;
int _r;
float _dx, _dy;
int _alpha, _da;
ege::PIMAGE _img;
};
class Scene
{
public:
//初始化,参数为对象个数
Scene(int nAniObj)
{
m_cntObj = nAniObj;
m_pobj = new AniObj[m_cntObj];
m_pause = ;
m_endscene = ;
}
~Scene()
{
delete[] m_pobj;
}
int update()
{
// 非暂停状态才更新
if (m_pause == )
{
for (int n = ; n < m_cntObj; ++n)
{
m_pobj[n].update();
}
}
return m_endscene;
}
void render()
{
for (int n = ; n < m_cntObj; ++n)
{
m_pobj[n].render();
}
}
void onkey(int key)
{
if (key == 'P' || key == 'p') //按下P键就在播放与暂停之间转换
{
m_pause = !m_pause;
}
if (key == VK_ESCAPE) //如果是ESC键,就标记为退出场景,VK_ESCAPE是SDK定义的宏
{
m_endscene = ;
}
}
private:
AniObj* m_pobj;
int m_cntObj;
int m_pause;
int m_endscene;
};
void mainloop()
{
Scene scene(); //定义场景,初始化参数为30
for (; ege::is_run(); ege::delay_fps())
{
while (ege::kbhit())
{
int key = ege::getch();
scene.onkey(key); //所有按键消息发送给scene
}
if (scene.update()) //如果update返回非0表示场景结束,这时退出主循环
{
break;
}
ege::cleardevice();
scene.render();
}
}
int main(void)
{
ege::setinitmode(ege::INIT_ANIMATION);
// 图形初始化,窗口尺寸640x480
ege::initgraph(, );
// 随机数初始化,如果需要使用随机数的话
ege::randomize();
// 程序主循环
mainloop();
// 关闭绘图设备
ege::closegraph();
return ;
}