本程序是模仿流行的水果忍者游戏,移动鼠标,来切除空中运动的水果,水果为随机生成,作自由上抛落体运动。被切到的水果将裂为两半,自由落下。切除一个水果加一分,分数在右上角显示。炸弹会混在水果中抛出,一但切到炸弹,炸弹会爆炸,且分数归零。
/*
Fruit.c
Copyright (C) 2011, coreBugZJ, all rights reserved.
游戏 切水果。
使用 自己的 ImageZ 图形库 加载显示图像 ( ImageZ_201112291853 )。
支持 Win32 和 Linux 平台。
Win32 平台下使用 API 做界面。
Linux 平台下使用 Xlib 做界面。
ImageZ 本身跨平台。Win32 下提供 ImageZ.lib 和 ImageZ.dll。Linux 下提供 libImageZ.a。
玩法:鼠标移动即可切水果,有加分。切到雷,则分数归零。
版本:201112292200
*/
/* 此宏若定义,则 Linux 平台;否则 Win32 平台 */
/* #define FRUIT_LINUX */
#ifdef FRUIT_LINUX
/* Linux */
#include <X11/Xlib.h>
#include <sys/time.h>
#include <signal.h>
#else /* FRUIT_LINUX */
/* Win32 */
#include <Windows.h>
#pragma comment( lib, "ImageZ.lib" )
#endif /* FRUIT_LINUX */
#include <string.h>
#include <time.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "ImageZ.h"
/* 游戏区域宽高 */
#define BOARD_WIDTH 640
#define BOARD_HEIGHT 480
/* 窗口宽高 */
#define WND_WIDTH (BOARD_WIDTH)
#define WND_HEIGHT (BOARD_HEIGHT)
/* 水果种类数,即 水果信息结构体 数组大小 */
#define NUM_FRUIT 10
/* 空中未被切的水果数最大值 */
#define NUM_INFO 3
/* 空中所有的物体数最大值,即 空中物体信息结构体 数组大小 */
#define NUM_INFO_H (NUM_INFO + 256)
/* 切割时的折线段点数最大值 */
#define NUM_POINT 1024
/* 数字 */
#define NUM_NUMBER 10
/* 空中物体信息结构体 标志值 */
/* 未使用,可分配 */
#define FLAG_NOT_USE 0
/* 水果 */
#define FLAG_FRUIT 1
/* 左半水果 */
#define FLAG_HALF_LEFT 2
/* 右半水果 */
#define FLAG_HALF_RIGHT 3
/* 雷 */
#define FLAG_THUNDER 4
/* 爆炸 */
#define FLAG_CRASH 5
/* 本结构体正在处理中 */
#define FLAG_DEAL 6
/* 游戏状态 */
/* 停止 */
#define STATE_STOP 0
/* 运行中 */
#define STATE_RUNNING 1
/* 生成的水果是雷的概率 */
#define THUNDER_PROB 9
/* 雷 一帧区域 */
#define THUNDER_WIDTH 64
#define THUNDER_HEIGHT 64
/* 雷一行帧数 */
#define THUNDER_LINE_NUM 16
/* 雷总帧数 */
#define THUNDER_FRAME_NUM 16
/* 爆炸一帧区域 */
#define CRASH_WIDTH 440
#define CRASH_HEIGHT 300
/* 爆炸一行帧数 */
#define CRASH_LINE_NUM 4
/* 爆炸总帧数 */
#define CRASH_FRAME_NUM 8
/* 帧间隔,单位 MS */
#define DELTA_TIME 100
/* 垂直加速度,单位 像素/帧/帧 */
#define ACCEL_Y 4
/* 新水果 垂直速度 最大值,单位 像素/帧 */
#define MAX_VY 55
/* 新水果 垂直速度 最小值,单位 像素/帧 */
#define MIN_VY 40
/* 新水果 水平速度 最大值的2倍,单位 像素/帧 */
#define MAX_VX 30
/* 水果切开后,左半 水平速度,单位 像素/帧 */
#define LEFT_VX (-15)
/* 水果切开后,右半 水平速度,单位 像素/帧 */
#define RIGHT_VX 15
/* 水果旋转因子,多少帧旋转90度 */
#define ROTATE_FACTOR 1
/* 水果半径,单位 像素。水果一律以圆形建模 */
#define RADIUS 28
/* 水果信息结构体,用于管理水果图片 */
struct _Fruit
{
int radius; /* 半径 */
ImageZ img, imgLe, imgRi; /* 图像 整个,左半,右半 */
};
typedef struct _Fruit Fruit;
/* 空中物体信息结构体,用于管理空中物体 */
struct _Info
{
int px, py; /* 位置,像素 */
int vx, vy; /* 速度,像素/帧 */
int flag; /* 标志 */
int type; /* 类型,即 水果信息结构体 数组下标 */
ImageZ img; /* 对应图片 */
};
typedef struct _Info Info;
/* 显示图片,平台相关,分别实现 */
#ifdef FRUIT_LINUX
/* Linux */
/* 显示器信息结构体 */
struct _Disp
{
Display *dsp;
Window wnd;
GC gc;
Visual *vis;
};
typedef struct _Disp Disp;
Disp disp;
/* 在游戏初始化前,初始化显示器 */
void preInitGame( Display *dsp, Window wnd, GC gc, Visual *vis ) {
disp.dsp = dsp;
disp.wnd = wnd;
disp.gc = gc;
disp.vis = vis;
}
/* 将图像子区域显示在窗口子区域 */
void showImage( int dispLeft, int dispTop,
int width, int height,
ImageZ img, int imgLeft, int imgTop ) {
R32 res = displayImageZ( disp.dsp, disp.wnd,
disp.gc, disp.vis,
dispLeft, dispTop,
width, height,
img, imgLeft, imgTop );
}
#else /* FRUIT_LINUX */
/* Win32 */
/* 显示器信息结构体 */
struct _Disp
{
HWND hWnd;
};
typedef struct _Disp Disp;
Disp disp;
/* 在游戏初始化前,初始化显示器 */
void preInitGame( HWND hWnd ) {
disp.hWnd = hWnd;
}
/* 将图像子区域显示在窗口子区域 */
void showImage( int dispLeft, int dispTop,
int width, int height,
ImageZ img, int imgLeft, int imgTop ) {
HDC hdc = GetDC( disp.hWnd );
R32 res = displayImageZ( hdc, dispLeft, dispTop, width, height, img, imgLeft, imgTop );
ReleaseDC( disp.hWnd, hdc );
}
#endif /* FRUIT_LINUX */
/* 是否正在运行 */
int isRunning;
/* 游戏状态 */
int state;
/* 得分 */
int score;
/* 水果信息结构体 数组,用于管理水果图片 */
Fruit fruit[ NUM_FRUIT ];
/* 空中物体信息结构体 数组,用于管理空中物体 */
Info info[ NUM_INFO_H ];
/* 切割时的折线段中的点 */
int ptX[ NUM_POINT ], ptY[ NUM_POINT ], ptNum;
/* 背景图 */
ImageZ imgBk;
/* 帧缓存 */
ImageZ imgFrame;
/* 数字 */
ImageZ imgNum[ NUM_NUMBER ];
/* 爆炸,此时,空中物体信息结构体 中 type 表示爆炸帧下标 */
ImageZ imgCrash;
/* 雷,此时,空中物体信息结构体 中 type 表示爆炸帧下标 */
ImageZ imgThunder;
/* 刀 */
ImageZ imgSword;
void updateGame( int sig );
/* 启动定时器 */
void initTimer() {
#ifdef FRUIT_LINUX
/* Linux */
struct itimerval new_timeset;
long n_sec, n_usecs;
signal( SIGALRM, updateGame );
n_sec = DELTA_TIME / 1000;
n_usecs = ( DELTA_TIME % 1000 ) * 1000L;
new_timeset.it_interval.tv_sec = n_sec;
new_timeset.it_interval.tv_usec = n_usecs;
new_timeset.it_value.tv_sec = n_sec;
new_timeset.it_value.tv_usec = n_usecs;
setitimer( ITIMER_REAL, &new_timeset, NULL );
#else /* FRUIT_LINUX */
/* Win32 */
SetTimer( disp.hWnd, 1, DELTA_TIME, NULL );
#endif /* FRUIT_LINUX */
}
/* 关闭定时器 */
void cancelTimer() {
#ifdef FRUIT_LINUX
/* Linux */
/* defs */
#else /* FRUIT_LINUX */
/* Win32 */
KillTimer( disp.hWnd, 1 );
#endif /* FRUIT_LINUX */
}
/* 限定范围的随机数 */
int randMod( int mod ) {
if ( 1 > mod ) mod = 1;
return rand() % mod;
}
/* 初始化图像 Alpha 域,因 bmp 不支持透明,视纯白为透明色 */
void initAlpha( ImageZ img ) {
U32 x, y, w, h, r, g, b, a;
U08 *ptrimg;
#define THRE_H 240
#define THRE_L 120
if ( (!isImageValidZ(img)) || (isImagePaletteUsedZ(img)) ) {
return;
}
w = getImageWidthZ( img );
h = getImageHeightZ( img );
for ( y = 0; y < h; ++y ) {
ptrimg = img->pPixel + y * img->linePitch;
for ( x = 0; x < w; ++x ) {
b = ptrimg[ IMAGEZ_OFFSET_BLUE_Z ];
g = ptrimg[ IMAGEZ_OFFSET_GREEN_Z ];
r = ptrimg[ IMAGEZ_OFFSET_RED_Z ];
if ( (THRE_H < b) && (THRE_H < g) && (THRE_H < r) ) {
a = 0;
}
else {
a = 255;
}
ptrimg[ IMAGEZ_OFFSET_ALPHA_Z ] = (U08)(a);
ptrimg += IMAGEZ_COLOR_SIZE_Z;
}
}
#undef THRE_L
#undef THRE_H
}
/* 初始化游戏 */
void initGame() {
int i;
char base[ 30 ] = "./Res/fruit";
char ext[ 30 ] = ".png";
char lef[ 30 ] = "left";
char rig[ 30 ] = "right";
char num[ 30 ];
char name[ 90 ] = "";
srand( (unsigned int)time( NULL ) );
imgBk = createImageFromFilePngZ( "./Res/imgBk.png" );
imgFrame = createImageFromImageInfoZ( imgBk );
imgCrash = createImageFromFilePngZ( "./Res/crash.png" );
imgThunder = createImageFromFilePngZ( "./Res/thunder.png" );
imgSword = createImageFromFilePngZ( "./Res/sword.png" );
score = 0;
ptNum = 0;
memset( info, 0, sizeof(info) );
memset( fruit, 0, sizeof(fruit) );
for ( i = 0; i < NUM_FRUIT; ++i ) {
fruit[ i ].radius = RADIUS;
strcpy( name, base );
sprintf( num, "%d", i );
strcat( name, num );
strcat( name, ext );
fruit[ i ].img = createImageFromFilePngZ( name );
strcpy( name, base );
sprintf( num, "%d", i );
strcat( name, num );
strcat( name, lef );
strcat( name, ext );
fruit[ i ].imgLe = createImageFromFilePngZ( name );
strcpy( name, base );
sprintf( num, "%d", i );
strcat( name, num );
strcat( name, rig );
strcat( name, ext );
fruit[ i ].imgRi = createImageFromFilePngZ( name );
}
for ( i = 0; i < NUM_NUMBER; ++i ) {
sprintf( name, "./Res/%d.bmp", i );
imgNum[ i ] = createImageFromFileBmpZ( name );
initAlpha( imgNum[ i ] );
}
state = STATE_RUNNING;
isRunning = 1;
initTimer();
}
/* 新水果初始化 */
void initFruitInfo( Info *pInf ) {
if ( NULL == pInf ) {
return;
}
pInf->flag = FLAG_DEAL;
destroyImageZ( pInf->img );
pInf->img = NULL;
pInf->px = randMod( BOARD_WIDTH / 3 ) + BOARD_WIDTH / 6;
pInf->py = BOARD_HEIGHT - MAX_VY;
pInf->vx = randMod( MAX_VX ) - MAX_VX / 2;
pInf->vy = -randMod( MAX_VY - MIN_VY ) - MIN_VY;
if ( randMod( THUNDER_PROB ) != 0 ) {
pInf->type = randMod( NUM_FRUIT );
pInf->img = createImageFromImageZ( fruit[ pInf->type ].img );
pInf->flag = FLAG_FRUIT;
}
else {
pInf->type = 0;
pInf->img = imgThunder;
pInf->flag = FLAG_THUNDER;
}
}
/* 切掉水果 */
void cutFruitInfo( Info *pInf ) {
int i, j;
if ( NULL == pInf ) {
return;
}
/* 雷 */
if ( FLAG_THUNDER == pInf->flag ) {
pInf->flag = FLAG_DEAL;
pInf->img = imgCrash;
pInf->px -= CRASH_WIDTH / 2;
pInf->py -= CRASH_HEIGHT / 2;
pInf->type = 0;
pInf->flag = FLAG_CRASH;
score = 0;
return;
}
/* 不是水果 */
if ( FLAG_FRUIT != pInf->flag ) {
return;
}
pInf->flag = FLAG_DEAL;
i = NUM_INFO;
while ( (NUM_INFO_H > i) && (FLAG_NOT_USE != info[ i ].flag) ) {
++i;
}
info[ i ].flag = FLAG_DEAL;
j = i + 1;
while ( (NUM_INFO_H > j) && (FLAG_NOT_USE != info[ j ].flag) ) {
++j;
}
info[ j ].flag = FLAG_DEAL;
if ( NUM_INFO_H > j ) {
destroyImageZ( info[ i ].img );
info[ i ].img = createImageFromImageZ( fruit[ pInf->type ].imgLe );
info[ i ].px = pInf->px;
info[ i ].py = pInf->py;
info[ i ].type = pInf->type;
info[ i ].vx = LEFT_VX;
info[ i ].vy = 0;
info[ i ].flag = FLAG_HALF_LEFT;
destroyImageZ( info[ j ].img );
info[ j ].img = createImageFromImageZ( fruit[ pInf->type ].imgRi );
info[ j ].px = pInf->px + getImageWidthZ(info[ i ].img);
info[ j ].py = pInf->py;
info[ j ].type = pInf->type;
info[ j ].vx = RIGHT_VX;
info[ j ].vy = 0;
info[ j ].flag = FLAG_HALF_RIGHT;
}
else {
info[ i ].flag = FLAG_NOT_USE;
info[ j ].flag = FLAG_NOT_USE;
}
pInf->flag = FLAG_NOT_USE;
++score;
}
/* 检查是否切到 */
int checkCut( Info *pInf ) {
int cx, cy, r, r2, i;
if ( NULL == pInf ) {
return 0;
}
if ( FLAG_THUNDER == pInf->flag ) {
cx = THUNDER_WIDTH / 2 + pInf->px;
cy = THUNDER_HEIGHT / 2 + pInf->py;
r = RADIUS;
}
else if ( FLAG_FRUIT == pInf->flag ) {
cx = getImageWidthZ(pInf->img) / 2 + pInf->px;
cy = getImageHeightZ(pInf->img) / 2 + pInf->py;
r = fruit[ pInf->type ].radius;
}
else {
return 0;
}
r2 = r * r;
for ( i = 0; i < ptNum; ++i ) {
if ( (ptX[i]-cx) * (ptX[i]-cx) + (ptY[i]-cy) * (ptY[i]-cy) < r2 ) {
return 1;
}
}
return 0;
}
/* 定时器回调函数,一帧,更新游戏数据 */
void updateGame( int sig ) {
static int rf = 0;
int i, j, w, h, le;
/* 已经结束 */
if ( 0 == isRunning ) {
return;
}
/* 绘制背景 */
paintImageZ( imgFrame, 0, 0,
imgBk, 0, 0,
getImageWidthZ(imgBk), getImageHeightZ(imgBk) );
/* 绘制刀 */
#define SWORD_POINT 12
if ( SWORD_POINT <= ptNum ) {
ImageZ img = NULL;
int lef, top, dx, dy, xh, xt, yh, yt;
img = createImageCropZ( imgSword, 0, 0, 100, 100 );
xh = yh = xt = yt = 0;
for ( i = 1; i <= SWORD_POINT; ++i ) {
if ( SWORD_POINT / 2 >= i ) {
xt += ptX[ ptNum - i ];
yt += ptY[ ptNum - i ];
}
else {
xh += ptX[ ptNum - i ];
yh += ptY[ ptNum - i ];
}
}
xh /= SWORD_POINT / 2;
yh /= SWORD_POINT / 2;
xt /= SWORD_POINT / 2;
yt /= SWORD_POINT / 2;
dx = xt - xh;
dy = yt - yh;
rotateImageZ( img,
atan2( (double)(-dy), (double)dx ),
ITP_BILINEAR_Z, NULL );
cropImageZ( img, (getImageWidthZ(img)-100)/2, (getImageHeightZ(img)-100)/2, 100, 100 );
/*
xt = ptX[ ptNum - 1 ];
yt = ptY[ ptNum - 1 ];
if ( 0 <= dx ) {
if ( 0 <= dy ) {
lef = xt - 55;
top = yt - 55;
}
else {
lef = xt - 55;
top = yt - 35;
}
}
else {
if ( 0 <= dy ) {
lef = xt - 35;
top = yt - 55;
}
else {
lef = xt - 35;
top = yt - 35;
}
}
*/
lef = ptX[ ptNum - 1 ] - ( (0 <= dx) ? 55 : 35 );
top = ptY[ ptNum - 1 ] - ( (0 <= dy) ? 55 : 35 );
paintImageZ( imgFrame, lef, top,
img, 0, 0, 100, 100 );
destroyImageZ( img );
img = NULL;
}
/* 检查切割 */
for ( i = ptNum-1; i > 0; --i ) {
ptX[ ptNum ] = ( ptX[ i ] + ptX[ i - 1 ] ) / 2;
ptY[ ptNum ] = ( ptY[ i ] + ptY[ i - 1 ] ) / 2;
if ( NUM_POINT > ptNum ) {
++ptNum;
}
}
for ( i = 0; i < NUM_INFO; ++i ) {
if ( (FLAG_NOT_USE == info[ i ].flag) || (FLAG_DEAL == info[ i ].flag) ) {
continue;
}
if ( checkCut( &(info[ i ]) ) ) {
cutFruitInfo( &(info[ i ]) );
}
}
ptNum = 0;
/* 自由落体 */
for ( i = 0; i < NUM_INFO_H; ++i ) {
if ( (FLAG_NOT_USE == info[ i ].flag) || (FLAG_DEAL == info[ i ].flag) ) {
continue;
}
info[ i ].px += info[ i ].vx;
info[ i ].py += info[ i ].vy;
info[ i ].vy += ACCEL_Y;
w = getImageWidthZ( info[ i ].img );
h = getImageHeightZ( info[ i ].img );
if ( (BOARD_HEIGHT < info[ i ].py + 5) ||
(BOARD_WIDTH < info[ i ].px + 5) || (-w+5 > info[ i ].px) ) {
if ( (FLAG_THUNDER == info[ i ].flag) || (FLAG_CRASH == info[ i ].flag) ) {
info[ i ].img = NULL;
}
info[ i ].flag = FLAG_NOT_USE;
}
}
/* 新水果 */
for ( i = 0; i < NUM_INFO; ++i ) {
if ( FLAG_NOT_USE == info[ i ].flag ) {
initFruitInfo( &(info[ i ]) );
}
}
/* 绘制得分 */
i = score;
le = BOARD_WIDTH - 60;
do {
j = i % NUM_NUMBER;
i /= NUM_NUMBER;
paintImageZ( imgFrame, le, 7,
imgNum[ j ], 0, 0,
getImageWidthZ(imgNum[ j ]), getImageHeightZ(imgNum[ j ]) );
le -= getImageWidthZ(imgNum[ j ]) - 4;
} while ( 0 != i );
/* 绘制空中物体 */
rf = ( rf + 1 ) % ROTATE_FACTOR;
for ( i = 0; i < NUM_INFO_H; ++i ) {
if ( (FLAG_NOT_USE == info[ i ].flag) || (FLAG_DEAL == info[ i ].flag) ) {
continue;
}
if ( FLAG_THUNDER == info[ i ].flag ) {
paintImageZ( imgFrame, info[ i ].px, info[ i ].py,
info[ i ].img, info[ i ].type % THUNDER_LINE_NUM * THUNDER_WIDTH,
info[ i ].type / THUNDER_LINE_NUM * THUNDER_HEIGHT,
THUNDER_WIDTH, THUNDER_HEIGHT );
info[ i ].type = ( info[ i ].type + 3 ) % THUNDER_FRAME_NUM;
}
else if ( FLAG_CRASH == info[ i ].flag ) {
if ( CRASH_FRAME_NUM > info[ i ].type ) {
paintImageZ( imgFrame, info[ i ].px, info[ i ].py,
info[ i ].img, info[ i ].type % CRASH_LINE_NUM * CRASH_WIDTH,
info[ i ].type / CRASH_LINE_NUM * CRASH_HEIGHT,
CRASH_WIDTH, CRASH_HEIGHT );
++(info[ i ].type);
}
}
else {
if ( 0 == rf ) {
rotateImage90degreeZ( info[ i ].img, FALSE );
}
paintImageZ( imgFrame, info[ i ].px, info[ i ].py,
info[ i ].img, 0, 0,
getImageWidthZ(info[ i ].img), getImageHeightZ(info[ i ].img) );
}
}
/* 显示 */
showImage( 0, 0,
getImageWidthZ(imgFrame), getImageHeightZ(imgFrame),
imgFrame, 0, 0 );
}
/* 处理鼠标移动消息 */
void moveMouse( int x, int y ) {
ptX[ ptNum ] = x;
ptY[ ptNum ] = y;
++ptNum;
}
/* 游戏结束,释放资源 */
void finishGame() {
int i;
isRunning = 0;
cancelTimer();
for ( i = 0; i < NUM_FRUIT; ++i ) {
destroyImageZ( fruit[ i ].img );
destroyImageZ( fruit[ i ].imgLe );
destroyImageZ( fruit[ i ].imgRi );
fruit[ i ].img = NULL;
fruit[ i ].imgLe = NULL;
fruit[ i ].imgRi = NULL;
}
for ( i = 0; i < NUM_NUMBER; ++i ) {
destroyImageZ( imgNum[ i ] );
imgNum[ i ] = NULL;
}
for ( i = 0; i < NUM_INFO_H; ++i ) {
if ( (FLAG_THUNDER != info[ i ].flag) && (FLAG_CRASH != info[ i ].flag) ) {
destroyImageZ( info[ i ].img );
}
info[ i ].img = NULL;
}
destroyImageZ( imgBk );
imgBk = NULL;
destroyImageZ( imgFrame );
imgFrame = NULL;
destroyImageZ( imgCrash );
imgCrash = NULL;
destroyImageZ( imgThunder );
imgThunder = NULL;
destroyImageZ( imgSword );
imgSword = NULL;
}
#ifdef FRUIT_LINUX
/* Linux */
int main() {
Display *disp;
int scr;
Window wnd;
GC gc;
Visual *vis;
XEvent e;
disp = XOpenDisplay( NULL );
if ( NULL == disp ) {
printf( "XOpenDisplay Failed!\n" );
return 0;
}
scr = XDefaultScreen( disp );
gc = XDefaultGC( disp, scr );
vis = XDefaultVisual( disp, scr );
wnd = XCreateSimpleWindow( disp, RootWindow( disp, scr ),
200, 200, WND_WIDTH, WND_HEIGHT, 3,
BlackPixel( disp, scr ), WhitePixel( disp, scr ) );
XSelectInput( disp, wnd, ExposureMask | KeyPressMask | PointerMotionMask );
XMapWindow( disp, wnd );
preInitGame( disp, wnd, gc, vis );
initGame();
while ( 1 ) {
XNextEvent( disp, &e );
if ( Expose == e.type ) {
}
if ( MotionNotify == e.type ) {
moveMouse( e.xmotion.x, e.xmotion.y );
}
/*
if ( KeyPress == e.type )
break;
*/
}
finishGame();
XCloseDisplay( disp );
return 0;
}
#else /* FRUIT_LINUX */
/* Win32 */
LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) {
PAINTSTRUCT ps;
HDC hdc;
switch ( uMsg ) {
case WM_TIMER :
updateGame( 0 );
return 0;
case WM_MOUSEMOVE :
moveMouse( LOWORD(lParam), HIWORD(lParam) );
return 0;
case WM_CREATE :
preInitGame( hWnd );
initGame();
return 0;
case WM_PAINT :
hdc = BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
return 0;
case WM_DESTROY :
finishGame();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, uMsg, wParam, lParam );
}
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR szCmdLine, INT iShow ) {
static TCHAR className[] = TEXT("Fruit");
static TCHAR wndName[] = TEXT("Fruit");
WNDCLASSEX wc;
HWND hWnd;
MSG msg;
wc.cbClsExtra = 0;
wc.cbSize = sizeof(wc);
wc.cbWndExtra = 0;
wc.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
wc.hCursor = LoadCursor( NULL, IDC_ARROW );
wc.hIcon = LoadIcon( NULL, IDI_APPLICATION );
wc.hIconSm = LoadIcon( NULL, IDI_APPLICATION );
wc.hInstance = hInst;
wc.lpfnWndProc = WndProc;
wc.lpszClassName = className;
wc.lpszMenuName = NULL;
wc.style = 0;
RegisterClassEx( &wc );
hWnd = CreateWindowEx( 0, className, wndName,
WS_OVERLAPPEDWINDOW,
100, 100, WND_WIDTH, WND_HEIGHT,
NULL, NULL, wc.hInstance, NULL );
ShowWindow( hWnd, iShow );
UpdateWindow( hWnd );
while ( GetMessage( &msg, NULL, 0, 0 ) ) {
TranslateMessage( &msg );
DispatchMessage( &msg );
}
return msg.wParam;
}
#endif /* FRUIT_LINUX */