c ++使用太多的cpu [英] c++ using too much cpu
问题描述
ok im创建一个游戏,但它使用太多的cpu,但它不使用太多的内存。 cpu增加和减少。我有太多的计时器在我的游戏,我杀了定时器,当我不再使用它,所以应该导致一个问题,但我认为导致的问题是有太多的消息在我的消息qeue。我有新的笔记本电脑是5个月大,它有一个高cpu。它使用我的cpu的大约40%。有办法减少它,因为当它达到40%的游戏减慢。
这里是我的代码
// Xstrike.cpp:定义应用程序的入口点。
//
#includestdafx.h
#includeXstrike.h
#include< vector>
#define MAX_LOADSTRING 100
//全局变量:
HINSTANCE hInst; // current instance
TCHAR szTitle [MAX_LOADSTRING]; //标题栏文字
TCHAR szWindowClass [MAX_LOADSTRING]; //主窗口类名
RECT * rect;
const UINT_PTR EVERYTHING_ID = 0x1;
const UINT_PTR LBUTTONDOWN_ID = 0x3;
const UINT_PTR TDENEMIE1_ID = 0x4;
const UINT_PTR TAENEMIE1_ID = 0x5;
const UINT_PTR PROTECTED_ID = 0x6;
int conno = 2;
int health = 0;
int life = 3;
int score = 0;
int level = 1;
int protect = 0;
int cursor = 0;
HCURSOR hCursor [3];
//此代码模块中包含的转发函数声明:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE,int);
LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);
INT_PTR CALLBACK关于(HWND,UINT,WPARAM,LPARAM);
struct Enemies
{
int cEnemie1;
int dEnemie1;
int aEnemie1;
int sEnemie1;
int pEnemie1;
bool e1
time_t now;
time_t tEnemie1;
vector< POINT> vS1Enemie1;
vector< POINT> vS2Enemie1;
};
vector< POINT> vRegularShots;
Enemie Enemie1;
VOID installising()
{
Enemie1.cEnemie1 = 0;
Enemie1.dEnemie1 = 1;
Enemie1.aEnemie1 = 0;
Enemie1.sEnemie1 = 1;
Enemie1.pEnemie1 = 550;
Enemie1.e1 = true;
POINT pt;
pt.x = 0;
pt.y = 0;
vRegularShots.push_back(pt);
}
VOID Paint(HDC hdc,HWND hWnd)
{
int lifePos = 200;
hdc = GetDC(hWnd);
HDC memDC = CreateCompatibleDC(hdc);
HBITMAP hMemMap = CreateCompatibleBitmap(hdc,225,350);
HBITMAP hOldMap =(HBITMAP)SelectObject(memDC,hMemMap);
图形绘制(memDC);
//绘图
图像bg(Lbg.jpg);
draw.DrawImage(& bg,0,0);
//如果正则游标
if(cursor == 0)
{
//常规镜头
图像拍摄(LRegularShots.png );
long s = vRegularShots.size();
//绘制照片
for(long index = 0; index<(long)vRegularShots.size(); ++ index)
{
draw。 DrawImage(& shot,vRegularShots [index] .x,vRegularShots [index] .y);
}
//更新镜头
for(long index = 0; index<(long)vRegularShots.size(); ++ index)
{
vRegularShots [index] .y--;
}
//删除Shots
for(long index = 0; index<(long)vRegularShots.size(); index ++)
{
if(vRegularShots [index] .y <-16)
{
vRegularShots.erase(vRegularShots.begin()+ index);
}
}
//创建敌人
if(Enemie1.dEnemie1 == 0)
{
if(Enemie1.cEnemie1< 2)
{
if(Enemie1.aEnemie1 == 0)
{
SetTimer(hWnd,TAENEMIE1_ID,550,NULL);
}
Enemie1.aEnemie1 = 1;
Enemie1.cEnemie1 ++;
}
else
{
KillTimer(hWnd,TDENEMIE1_ID);
}
Enemie1.dEnemie1 = 1;
}
//绘制敌人
for(long index = 0; index<(long)Enemie1.vS1Enemie1.size(); ++ index)
{
Image iEnemie1(LEnemie1.png);
draw.DrawImage(& iEnemie1,Enemie1.vS1Enemie1 [index] .x,Enemie1.vS1Enemie1 [index] .y);
}
for(long index = 0; index<(long)Enemie1.vS2Enemie1.size(); ++ index)
{
Image iEnemie1(LEnemie1。 png);
draw.DrawImage(& iEnemie1,Enemie1.vS2Enemie1 [index] .x,Enemie1.vS2Enemie1 [index] .y);
}
//更新敌人
for(long index = 0; index<(long)Enemie1.vS1Enemie1.size(); index ++)
{
Enemie1.vS1Enemie1 [index] .x ++;
Enemie1.vS1Enemie1 [index] .y ++;
}
for(long index = 0; index<(long)Enemie1.vS2Enemie1.size(); index ++)
{
Enemie1.vS2Enemie1 [index] .x- - ;
Enemie1.vS2Enemie1 [index] .y ++;
}
//删除敌人
for(long index = 0; index<(long)Enemie1.vS1Enemie1.size(); index ++)
{
if(Enemie1.vS1Enemie1 [index] .x> 225)
{
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+ index);
}
//停止enemie1计时器
if(Enemie1.vS1Enemie1.size()== 0&& Enemie1.vS2Enemie1.size()== 0)
{
KillTimer(hWnd,TAENEMIE1_ID);
}
}
for(long index = 0; index<(long)Enemie1.vS2Enemie1.size(); index ++)
{
if(Enemie1。 vS2Enemie1 [index] .x <-21)
{
Enemie1.vS2Enemie1.erase(Enemie1.vS2Enemie1.begin()+ index);
}
//停止enemie1计时器
if(Enemie1.vS1Enemie1.size()== 0&& Enemie1.vS2Enemie1.size()== 0)
{
KillTimer(hWnd,TAENEMIE1_ID);
}
}
// player hits
if(Enemie1.pEnemie1 == 550)
{
POINT pt;
GetCursorPos(& pt);
ScreenToClient(hWnd,& pt);
for(long index = 0; index <(long)Enemie1.vS1Enemie1.size(); index ++)
{
if(((pt.x + 5)> = Enemie1 .vS1Enemie1 [index] .x&&(pt.x + 5)<=(Enemie1.vS1Enemie1 [index] .x + 17)& pt.y> = Enemie1.vS1Enemie1 [index] .y& & pt.y< =(Enemie1.vS1Enemie1 [index] .y + 17))||((pt.x + 15)> = Enemie1.vS1Enemie1 [index] .x& pt.y> = Enemie1 .vS1Enemie1 [index] .y&& pt.y< =(Enemie1.vS1Enemie1 [index] .y + 17)&&(pt.x + 14)< =(Enemie1.vS1Enemie1 [index] .x +17))||((pt.x + 21)> = Enemie1.vS1Enemie1 [index] .x&(pt.y + 14)> = Enemie1.vS1Enemie1 [index] .y&& pt.y + 14)<=(Enemie1.vS1Enemie1 [index] .y + 17)&(pt.x + 21)< =(Enemie1.vS1Enemie1 [index] .x + 17) ((pt.x + 23)> = Enemie1.vS1Enemie1 [index] .x&&(pt.y + 22)> = Enemie1.vS1Enemie1 [index] .y& < =(Enemie1.vS1Enemie1 [index] .y + 17)&&(pt.x + 23)< =(Enemie1.vS1Enemie1 [index] .x + 17) 13)= Enemie1.vS1Enemie1 [index] .x&(pt.y + 31)> = Enemie1.vS1Enemie1 [index] .y&&(pt.y + 31)< =(Enemie1。 vS1Enemie1 [index] .y + 17)&(pt.x + 13)<=(Enemie1.vS1Enemie1 [index] .x + 17))||(pt.x> = Enemie1.vS1Enemie1 [index] .x&(pt.y + 22)= Enemie1.vS1Enemie1 [index] .y&&(pt.y + 22)< =(Enemie1.vS1Enemie1 [index] .y + 17)& & pt.x< =(Enemie1.vS1Enemie1 [index] .x + 21))||((pt.x + 3)> = Enemie1.vS1Enemie1 [index] .x& )= Enemie1.vS1Enemie1 [index] .y&&(pt.y + 14)<=(Enemie1.vS1Enemie1 [index] .y + 21)&&(pt.x + 3) =(Enemie1.vS1Enemie1 [index] .x + 21)))
{
health + = 30;
Enemie1.pEnemie1 = 0;
InvalidateRect(hWnd,rect,false);
}
}
for(long index = 0; index<(long)Enemie1.vS2Enemie1.size(); index ++)
{
if pt.x + 5)= Enemie1.vS2Enemie1 [index] .x&&(pt.x + 5)< =(Enemie1.vS2Enemie1 [index] .x + 17)& pt.y> = Enemie1.vS2Enemie1 [index] .y&& pt.y< =(Enemie1.vS2Enemie1 [index] .y + 17))||((pt.x + 15)> = Enemie1.vS2Enemie1 [index]。 x&& pt.y> = Enemie1.vS2Enemie1 [index] .y&& pt.y< =(Enemie1.vS2Enemie1 [index] .y + 17)&&(pt.x + 14) =(Enemie1.vS2Enemie1 [index] .x + 17))||((pt.x + 21)> = Enemie1.vS2Enemie1 [index] .x&(pt.y + 14)> = Enemie1。 vS2Enemie1 [index] .y&&(pt.y + 14)<=(Enemie1.vS2Enemie1 [index] .y + 17)&&(pt.x + 21)< =(Enemie1.vS2Enemie1 [ index] .x + 17))||((pt.x + 23)> = Enemie1.vS2Enemie1 [index] .x&&(pt.y + 22)> = Enemie1.vS2Enemie1 [index] .y& ;&(pt.y + 22)<=(Enemie1.vS2Enemie1 [index] .y + 17)&&(pt.x + 23)< =(Enemie1.vS2Enemie1 [index] .x + 17 ))||((pt.x + 13)> = Enemie1.vS2Enemie1 [index] .x&(pt.y + 31)> = Enemie1.vS2Enemie1 [index] .y&& y + 31)<=(Enemie1.vS2Enemie1 [index] .y + 17)&&(pt.x + 13)< =(Enemie1.vS2Enemie1 [index] .x + 17))|| .x> = Enemie1.vS2Enemie1 [index] .x&&(pt.y + 22)> = Enemie1.vS2Enemie1 [index] .y&&(pt.y + 22)< =(Enemie1.vS2Enemie1 [index] .y + 17)& pt.x <=(Enemie1.vS2Enemie1 [index] .x + 21))||((pt.x + 3)> = Enemie1.vS2Enemie1 [index]。 x&&(pt.y + 14)= Enemie1.vS2Enemie1 [index] .y&&(pt.y + 14)< =(Enemie1.vS2Enemie1 [index] .y + 21)&& ;(pt.x + 3)<=(Enemie1.vS2Enemie1 [index] .x + 21)))
{
health + = 30;
Enemie1.pEnemie1 = 0;
InvalidateRect(hWnd,rect,false);
}
}
}
if(health> 225)
{
cursor = 1;
SetTimer(hWnd,PROTECTED_ID,1000,NULL);
life--;
health = 0;
InvalidateRect(hWnd,rect,false);
}
//命中
(long index = 0; index<(long)vRegularShots.size(); index ++)
{
for(long indexs = 0; indexs<(long)Enemie1.vS1Enemie1.size(); indexs ++)
{
if((vRegularShots [index] .x> = Enemie1.vS1Enemie1 [indexs]。 x&& vRegularShots [index] .y> = Enemie1.vS1Enemie1 [indexs] .y& vRegularShots [index] .y< =(Enemie1.vS1Enemie1 [indexs] .y + 17)&& vRegularShots [index] .x <=(Enemie1.vS1Enemie1 [indexs] .x + 17))||(Enemie1.vS1Enemie1 [indexs] .x> = vRegularShots [index] .x&& Enemie1.vS1Enemie1 [indexs]。 y> = vRegularShots [index] .y&&&& Enemie1.vS1Enemie1 [indexs] .y <=(vRegularShots [index] .y + 16)&&& Enemie1.vS1Enemie1 [indexs] .x <=(vRegularShots [ index] .x + 5)))
{
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+ indexs);
vRegularShots [index] .y = -17;
score + = 100;
//停止enemie1计时器
if(Enemie1.vS1Enemie1.size()== 0&& Enemie1.vS2Enemie1.size()== 0)
{
KillTimer hWnd,TAENEMIE1_ID);
}
}
}
for(long indexs = 0; indexs<(long)Enemie1.vS2Enemie1.size(); indexs ++)
{
if((vRegularShots [index] .x> = Enemie1.vS2Enemie1 [indexs] .x& vRegularShots [index] .y> = Enemie1.vS2Enemie1 [indexs] .y&& vRegularShots [index] .y< ; =(Enemie1.vS2Enemie1 [indexs] .y + 17)& vRegularShots [index] .x <=(Enemie1.vS2Enemie1 [indexs] .x + 17))||(Enemie1.vS2Enemie1 [indexs] .x> ; = vRegularShots [index] .x&&& Enemie1.vS2Enemie1 [indexs] .y> = vRegularShots [index] .y&&& Enemie1.vS2Enemie1 [indexs] .y <=(vRegularShots [index] .y + 16)&&&& amp; Enemie1.vS2Enemie1 [indexs] .x <=(vRegularShots [index] .x + 5)))
{
Enemie1.vS2Enemie1.erase(Enemie1.vS2Enemie1.begin + indexs);
vRegularShots [index] .y = -17;
score + = 100;
//停止enemie1计时器
if(Enemie1.vS1Enemie1.size()== 0&& Enemie1.vS2Enemie1.size()== 0)
{
KillTimer hWnd,TAENEMIE1_ID);
}
}
}
}
}
//如果受保护
if(cursor == 1)
{
if(protect!= 4)
{
//常规镜头
图像拍摄(LRegularShots.png);
//绘制照片
for(long index = 0; index<(long)vRegularShots.size(); ++ index)
{
draw。 DrawImage(& shot,vRegularShots [index] .x,vRegularShots [index] .y);
}
//更新镜头
for(long index = 0; index<(long)vRegularShots.size(); ++ index)
{
vRegularShots [index] .y--;
}
//删除Shots
for(long index = 0; index<(long)vRegularShots.size(); index ++)
{
if(vRegularShots [index] .y <-16)
{
vRegularShots.erase(vRegularShots.begin()+ index);
}
}
//删除Shot
for(long index = 0; index<(long)vRegularShots.size(); index ++)
{
if(vRegularShots [index] .y <-16)
{
vRegularShots.erase(vRegularShots.begin()+ index);
}
}
//创建敌人
if(Enemie1.dEnemie1 == 0)
{
if(Enemie1.cEnemie1< 2)
{
if(Enemie1.aEnemie1 == 0)
{
SetTimer(hWnd,TAENEMIE1_ID,550,NULL);
}
Enemie1.aEnemie1 = 1;
Enemie1.cEnemie1 ++;
}
else
{
KillTimer(hWnd,TDENEMIE1_ID);
}
Enemie1.dEnemie1 = 1;
}
//绘制敌人
for(long index = 0; index<(long)Enemie1.vS1Enemie1.size(); ++ index)
{
Image iEnemie1(LEnemie1.png);
draw.DrawImage(& iEnemie1,Enemie1.vS1Enemie1 [index] .x,Enemie1.vS1Enemie1 [index] .y);
}
for(long index = 0; index<(long)Enemie1.vS2Enemie1.size(); ++ index)
{
Image iEnemie1(LEnemie1。 png);
draw.DrawImage(& iEnemie1,Enemie1.vS2Enemie1 [index] .x,Enemie1.vS2Enemie1 [index] .y);
}
//更新敌人
for(long index = 0; index<(long)Enemie1.vS1Enemie1.size(); index ++)
{
Enemie1.vS1Enemie1 [index] .x ++;
Enemie1.vS1Enemie1 [index] .y ++;
}
for(long index = 0; index<(long)Enemie1.vS2Enemie1.size(); index ++)
{
Enemie1.vS2Enemie1 [index] .x- - ;
Enemie1.vS2Enemie1 [index] .y ++;
}
//删除敌人
for(long index = 0; index<(long)Enemie1.vS1Enemie1.size(); index ++)
{
if(Enemie1.vS1Enemie1 [index] .x> 225)
{
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+ index);
}
//停止enemie1计时器
if(Enemie1.vS1Enemie1.size()== 0&& Enemie1.vS2Enemie1.size()== 0)
{
KillTimer(hWnd,TAENEMIE1_ID);
}
}
}
else
{
KillTimer(hWnd,PROTECTED_ID);
cursor = 0;
protect = 0;
}
}
//绘制Lifes
for(long index = 0; index!= life; index ++)
{
图片lifes(Llifes.png);
draw.DrawImage(& lifes,lifePos,275);
lifePos- = 30;
}
SolidBrush textColor(Color(255,255,54,0));
LinearGradientBrush linGrBrush(
Point(1000,20),
Point(health,20),
颜色(255,255,0,0) $ b颜色(0,0,0,0)); // opaque red
SolidBrush databrush(Color(0,225,0));
draw.FillRectangle(& databrush,0,0,225,30);
draw.FillRectangle(& linGrBrush,0,0,225,30);
FontFamily courieNew(LCourier New);
字体字体(& courieNew,12,0,UnitPixel);
PointF pLevel(5.0f,6.0f);
PointF pScore(100.0f,6.0f);
WCHAR wLevel [11];
WCHAR wScore [60];
_swprintf(wLevel,LLevel:%d,level);
_swprintf(wScore,LScore:%d,score);
draw.DrawString(wLevel,-1,& font,pLevel,& textColor);
draw.DrawString(wScore,-1,& font,pScore,& textColor);
BitBlt(hdc,0,0,225,350,memDC,0,0,SRCCOPY);
ReleaseDC(hWnd,hdc);
SelectObject(memDC,hOldMap);
DeleteObject(hMemMap);
DeleteDC(memDC);
}
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
GdiplusStartupInput gdiplusStartupInput;
ULONG_PTR gdiplusToken;
// TODO:将代码放在这里。
MSG msg;
HACCEL hAccelTable;
//游标
hCursor [0] = LoadCursor(hInstance,MAKEINTRESOURCE(IDC_CURSOR));
hCursor [1] = LoadCursor(hInstance,MAKEINTRESOURCE(IDC_PROTECTED));
//初始化GDI +。
GdiplusStartup(& gdiplusToken,& gdiplusStartupInput,NULL);
//初始化全局字符串
LoadString(hInstance,IDS_APP_TITLE,szTitle,MAX_LOADSTRING);
LoadString(hInstance,IDC_XSTRIKE,szWindowClass,MAX_LOADSTRING);
MyRegisterClass(hInstance);
//执行应用程序初始化:
if(!InitInstance(hInstance,nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance,MAKEINTRESOURCE(IDC_XSTRIKE));
//主消息循环:
while(GetMessage(& msg,NULL,0,0))
{
if(!TranslateAccelerator(msg.hwnd ,hAccelTable,& msg))
{
TranslateMessage(& msg);
DispatchMessage(& msg);
}
}
GdiplusShutdown(gdiplusToken);
return(int)msg.wParam;
}
//
//功能:MyRegisterClass()
//
//目的:注册窗口类。
//
//注释:
//
//此函数及其用法仅在需要此代码
//才能与Win32兼容系统在'RegisterClassEx'
//函数之前添加到Windows 95.重要的是调用此函数
//,以便应用程序将获得良好形成小图标相关
//它。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance,MAKEINTRESOURCE(IDI_XSTRIKE));
wcex.hCursor = LoadCursor(hInstance,MAKEINTRESOURCE(IDC_CURSOR));
wcex.hbrBackground =(HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_XSTRIKE);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance,MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(& wcex);
}
//
// FUNCTION:InitInstance(HINSTANCE,int)
//
//目的:保存实例句柄并创建主窗口
//
//注释:
//
//在此函数中,我们将实例句柄保存在全局变量中,并且
//创建并显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance,int nCmdShow)
{
HWND hWnd;
hInst = hInstance; //在我们的全局变量中存储实例句柄
hWnd = CreateWindow(szWindowClass,szTitle,(WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX),
CW_USEDEFAULT,0,225,350,NULL,NULL ,hInstance,NULL);
if(!hWnd)
{
return FALSE;
}
ShowWindow(hWnd,nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
//功能:WndProc(HWND,UINT,WPARAM,LPARAM)
//
//目的:主窗口。
//
// WM_COMMAND - 处理应用程序菜单
// WM_PAINT - 绘制主窗口
// WM_DESTROY - 发布退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)
{
int wmId,wmEvent;
PAINTSTRUCT ps;
HDC hdc;
POINT pt;
switch(message)
{
case WM_CREATE:
installising();
SetTimer(hWnd,EVERYTHING_ID,1,NULL);
break;
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
//解析菜单选项:
switch(wmId)
{
case IDM_ABOUT:
DialogBox(hInst,MAKEINTRESOURCE(IDD_ABOUTBOX),hWnd,About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
默认值:
return DefWindowProc(hWnd,message,wParam,lParam);
}
break;
case WM_PAINT:
hdc = BeginPaint(hWnd,& ps);
Paint(hdc,hWnd);
EndPaint(hWnd,& ps);
break;
case WM_LBUTTONDOWN:
GetCursorPos(& pt);
ScreenToClient(hWnd,& pt);
if(conno == 1)
{
conno ++;
}
else
{
pt.x + = 18;
conno--;
}
vRegularShots.push_back(pt);
SetTimer(hWnd,LBUTTONDOWN_ID,350,NULL);
InvalidateRect(hWnd,rect,false);
break;
case WM_LBUTTONUP:
KillTimer(hWnd,LBUTTONDOWN_ID);
break;
case WM_TIMER:
switch(wParam)
{
case EVERYTHING_ID:
if(Enemie1.e1 == true)
{
Enemie1 .now = time(NULL);
Enemie1.tEnemie1 = Enemie1.now + 1;
Enemie1.e1 = false;
}
Enemie1.now = time(NULL);
if(Enemie1.now == Enemie1.tEnemie1)
{
SetTimer(hWnd,TDENEMIE1_ID,550,NULL);
}
InvalidateRect(hWnd,rect,false);
break;
case LBUTTONDOWN_ID:
GetCursorPos(& pt);
ScreenToClient(hWnd,& pt);
if(conno == 1)
{
if(cursor == 0)
{
conno ++;
}
else if(cursor == 1)
{
pt.x + = 2;
conno ++;
}
}
else
{
if(cursor == 0)
{
pt.x + = 18;
}
else if(cursor == 1)
{
pt.x + = 15;
}
conno--;
}
vRegularShots.push_back(pt);
break;
case TDENEMIE1_ID:
pt.y = 5;
pt.x = -21;
Enemie1.vS1Enemie1.push_back(pt);
pt.y = 5;
pt.x = 219;
Enemie1.vS2Enemie1.push_back(pt);
Enemie1.dEnemie1 = 0;
InvalidateRect(hWnd,rect,false);
break;
case TAENEMIE1_ID:
if(Enemie1.pEnemie1!= 550)
{
Enemie1.pEnemie1 + = 550;
}
InvalidateRct(hWnd,rect,false);
break;
case PROTECTED_ID:
protect ++;
break;
}
break;
case WM_SETCURSOR:
SetCursor(hCursor [cursor]);
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
默认值:
return DefWindowProc(hWnd,message,wParam,lParam);
}
return 0;
}
//关于框的消息处理程序。
INT_PTR CALLBACK关于(HWND hDlg,UINT消息,WPARAM wParam,LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch(message)
{
case WM_INITDIALOG:
return(INT_PTR)TRUE;
case WM_COMMAND:
if(LOWORD(wParam)== IDOK || LOWORD(wParam)== IDCANCEL)
{
EndDialog(hDlg,LOWORD ));
return(INT_PTR)TRUE;
}
break;
}
return(INT_PTR)FALSE;任何想法?
h2_lin>解决方案我的猜测是,你会不断重新分配和重绘一切,而不是简单地移动图像。我可以看到应用程序经常需要重新分配和重新绘制从头开始在系统上有瓶颈。
ok im creating a game but it uses too much cpu but it doesn't uses too much memory. the cpu does increase and decrease. i have too many timers in my game, i kill the timer when i don't use it any more so that should cause a problem but what i think that causes the problem is there is too many messages in my message qeue. i have new laptop it is 5 months old and it has a high cpu. it uses about 40% of my cpu. is there way to reduce it because when it gets to 40% the game slows down.
here is my code
// Xstrike.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "Xstrike.h"
#include <vector>
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
RECT *rect;
const UINT_PTR EVERYTHING_ID=0x1;
const UINT_PTR LBUTTONDOWN_ID=0x3;
const UINT_PTR TDENEMIE1_ID=0x4;
const UINT_PTR TAENEMIE1_ID=0x5;
const UINT_PTR PROTECTED_ID=0x6;
int conno=2;
int health=0;
int life=3;
int score=0;
int level=1;
int protect=0;
int cursor=0;
HCURSOR hCursor[3];
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
struct Enemies
{
int cEnemie1;
int dEnemie1;
int aEnemie1;
int sEnemie1;
int pEnemie1;
bool e1;
time_t now;
time_t tEnemie1;
vector <POINT> vS1Enemie1;
vector <POINT> vS2Enemie1;
};
vector <POINT> vRegularShots;
Enemies Enemie1;
VOID installising()
{
Enemie1.cEnemie1=0;
Enemie1.dEnemie1=1;
Enemie1.aEnemie1=0;
Enemie1.sEnemie1=1;
Enemie1.pEnemie1=550;
Enemie1.e1=true;
POINT pt;
pt.x=0;
pt.y=0;
vRegularShots.push_back(pt);
}
VOID Paint(HDC hdc, HWND hWnd)
{
int lifePos=200;
hdc=GetDC(hWnd);
HDC memDC=CreateCompatibleDC(hdc);
HBITMAP hMemMap=CreateCompatibleBitmap(hdc, 225, 350);
HBITMAP hOldMap=(HBITMAP)SelectObject(memDC, hMemMap);
Graphics draw(memDC);
// Drawing
Image bg(L"bg.jpg");
draw.DrawImage(&bg, 0, 0);
// if regular cursor
if(cursor==0)
{
// Regular shots
Image shot(L"RegularShots.png");
long s=vRegularShots.size();
// Draw shots
for(long index=0; index < (long)vRegularShots.size(); ++index)
{
draw.DrawImage(&shot, vRegularShots[index].x, vRegularShots[index].y);
}
// Update the shots
for(long index=0; index < (long)vRegularShots.size(); ++index)
{
vRegularShots[index].y--;
}
// Delete Shots
for(long index=0; index < (long)vRegularShots.size(); index++)
{
if(vRegularShots[index].y<-16)
{
vRegularShots.erase(vRegularShots.begin()+index);
}
}
// Create Enemies
if(Enemie1.dEnemie1==0)
{
if(Enemie1.cEnemie1<2)
{
if(Enemie1.aEnemie1==0)
{
SetTimer(hWnd, TAENEMIE1_ID, 550, NULL);
}
Enemie1.aEnemie1=1;
Enemie1.cEnemie1++;
}
else
{
KillTimer(hWnd, TDENEMIE1_ID);
}
Enemie1.dEnemie1=1;
}
// Draw enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); ++index)
{
Image iEnemie1(L"Enemie1.png");
draw.DrawImage(&iEnemie1, Enemie1.vS1Enemie1[index].x, Enemie1.vS1Enemie1[index].y);
}
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); ++index)
{
Image iEnemie1(L"Enemie1.png");
draw.DrawImage(&iEnemie1, Enemie1.vS2Enemie1[index].x, Enemie1.vS2Enemie1[index].y);
}
// Update enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
{
Enemie1.vS1Enemie1[index].x++;
Enemie1.vS1Enemie1[index].y++;
}
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
{
Enemie1.vS2Enemie1[index].x--;
Enemie1.vS2Enemie1[index].y++;
}
// Delete enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
{
if(Enemie1.vS1Enemie1[index].x>225)
{
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+index);
}
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
{
KillTimer(hWnd, TAENEMIE1_ID);
}
}
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
{
if(Enemie1.vS2Enemie1[index].x<-21)
{
Enemie1.vS2Enemie1.erase(Enemie1.vS2Enemie1.begin()+index);
}
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
{
KillTimer(hWnd, TAENEMIE1_ID);
}
}
// player hits
if(Enemie1.pEnemie1==550)
{
POINT pt;
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
{
if(((pt.x+5)>=Enemie1.vS1Enemie1[index].x&&(pt.x+5)<=(Enemie1.vS1Enemie1[index].x+17)&&pt.y>=Enemie1.vS1Enemie1[index].y&&pt.y<=(Enemie1.vS1Enemie1[index].y+17))||((pt.x+15)>=Enemie1.vS1Enemie1[index].x&&pt.y>=Enemie1.vS1Enemie1[index].y&&pt.y<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+14)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+21)>=Enemie1.vS1Enemie1[index].x&&(pt.y+14)>=Enemie1.vS1Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+21)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+23)>=Enemie1.vS1Enemie1[index].x&&(pt.y+22)>=Enemie1.vS1Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+23)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+13)>=Enemie1.vS1Enemie1[index].x&&(pt.y+31)>=Enemie1.vS1Enemie1[index].y&&(pt.y+31)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+13)<=(Enemie1.vS1Enemie1[index].x+17))||(pt.x>=Enemie1.vS1Enemie1[index].x&&(pt.y+22)>=Enemie1.vS1Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS1Enemie1[index].y+17)&&pt.x<=(Enemie1.vS1Enemie1[index].x+21))||((pt.x+3)>=Enemie1.vS1Enemie1[index].x&&(pt.y+14)>=Enemie1.vS1Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS1Enemie1[index].y+21)&&(pt.x+3)<=(Enemie1.vS1Enemie1[index].x+21)))
{
health+=30;
Enemie1.pEnemie1=0;
InvalidateRect(hWnd, rect, false);
}
}
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
{
if(((pt.x+5)>=Enemie1.vS2Enemie1[index].x&&(pt.x+5)<=(Enemie1.vS2Enemie1[index].x+17)&&pt.y>=Enemie1.vS2Enemie1[index].y&&pt.y<=(Enemie1.vS2Enemie1[index].y+17))||((pt.x+15)>=Enemie1.vS2Enemie1[index].x&&pt.y>=Enemie1.vS2Enemie1[index].y&&pt.y<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+14)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+21)>=Enemie1.vS2Enemie1[index].x&&(pt.y+14)>=Enemie1.vS2Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+21)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+23)>=Enemie1.vS2Enemie1[index].x&&(pt.y+22)>=Enemie1.vS2Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+23)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+13)>=Enemie1.vS2Enemie1[index].x&&(pt.y+31)>=Enemie1.vS2Enemie1[index].y&&(pt.y+31)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+13)<=(Enemie1.vS2Enemie1[index].x+17))||(pt.x>=Enemie1.vS2Enemie1[index].x&&(pt.y+22)>=Enemie1.vS2Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS2Enemie1[index].y+17)&&pt.x<=(Enemie1.vS2Enemie1[index].x+21))||((pt.x+3)>=Enemie1.vS2Enemie1[index].x&&(pt.y+14)>=Enemie1.vS2Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS2Enemie1[index].y+21)&&(pt.x+3)<=(Enemie1.vS2Enemie1[index].x+21)))
{
health+=30;
Enemie1.pEnemie1=0;
InvalidateRect(hWnd, rect, false);
}
}
}
if(health>225)
{
cursor=1;
SetTimer(hWnd, PROTECTED_ID, 1000, NULL);
life--;
health=0;
InvalidateRect(hWnd, rect, false);
}
// Hits
for(long index=0; index < (long)vRegularShots.size(); index++)
{
for(long indexs=0; indexs < (long)Enemie1.vS1Enemie1.size(); indexs++)
{
if((vRegularShots[index].x>=Enemie1.vS1Enemie1[indexs].x && vRegularShots[index].y>=Enemie1.vS1Enemie1[indexs].y && vRegularShots[index].y<=(Enemie1.vS1Enemie1[indexs].y+17) && vRegularShots[index].x<=(Enemie1.vS1Enemie1[indexs].x+17))||(Enemie1.vS1Enemie1[indexs].x>=vRegularShots[index].x && Enemie1.vS1Enemie1[indexs].y>=vRegularShots[index].y && Enemie1.vS1Enemie1[indexs].y<=(vRegularShots[index].y+16) && Enemie1.vS1Enemie1[indexs].x<=(vRegularShots[index].x+5)))
{
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+indexs);
vRegularShots[index].y=-17;
score+=100;
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
{
KillTimer(hWnd, TAENEMIE1_ID);
}
}
}
for(long indexs=0; indexs < (long)Enemie1.vS2Enemie1.size(); indexs++)
{
if((vRegularShots[index].x>=Enemie1.vS2Enemie1[indexs].x && vRegularShots[index].y>=Enemie1.vS2Enemie1[indexs].y && vRegularShots[index].y<=(Enemie1.vS2Enemie1[indexs].y+17) && vRegularShots[index].x<=(Enemie1.vS2Enemie1[indexs].x+17))||(Enemie1.vS2Enemie1[indexs].x>=vRegularShots[index].x && Enemie1.vS2Enemie1[indexs].y>=vRegularShots[index].y && Enemie1.vS2Enemie1[indexs].y<=(vRegularShots[index].y+16) && Enemie1.vS2Enemie1[indexs].x<=(vRegularShots[index].x+5)))
{
Enemie1.vS2Enemie1.erase(Enemie1.vS2Enemie1.begin()+indexs);
vRegularShots[index].y=-17;
score+=100;
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
{
KillTimer(hWnd, TAENEMIE1_ID);
}
}
}
}
}
// If protected
if(cursor==1)
{
if(protect!=4)
{
// Regular shots
Image shot(L"RegularShots.png");
// Draw shots
for(long index=0; index < (long)vRegularShots.size(); ++index)
{
draw.DrawImage(&shot, vRegularShots[index].x, vRegularShots[index].y);
}
// Update the shots
for(long index=0; index < (long)vRegularShots.size(); ++index)
{
vRegularShots[index].y--;
}
// Delete Shots
for(long index=0; index < (long)vRegularShots.size(); index++)
{
if(vRegularShots[index].y<-16)
{
vRegularShots.erase(vRegularShots.begin()+index);
}
}
// Delete Shots
for(long index=0; index < (long)vRegularShots.size(); index++)
{
if(vRegularShots[index].y<-16)
{
vRegularShots.erase(vRegularShots.begin()+index);
}
}
// Create Enemies
if(Enemie1.dEnemie1==0)
{
if(Enemie1.cEnemie1<2)
{
if(Enemie1.aEnemie1==0)
{
SetTimer(hWnd, TAENEMIE1_ID, 550, NULL);
}
Enemie1.aEnemie1=1;
Enemie1.cEnemie1++;
}
else
{
KillTimer(hWnd, TDENEMIE1_ID);
}
Enemie1.dEnemie1=1;
}
// Draw enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); ++index)
{
Image iEnemie1(L"Enemie1.png");
draw.DrawImage(&iEnemie1, Enemie1.vS1Enemie1[index].x, Enemie1.vS1Enemie1[index].y);
}
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); ++index)
{
Image iEnemie1(L"Enemie1.png");
draw.DrawImage(&iEnemie1, Enemie1.vS2Enemie1[index].x, Enemie1.vS2Enemie1[index].y);
}
// Update enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
{
Enemie1.vS1Enemie1[index].x++;
Enemie1.vS1Enemie1[index].y++;
}
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
{
Enemie1.vS2Enemie1[index].x--;
Enemie1.vS2Enemie1[index].y++;
}
// Delete enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
{
if(Enemie1.vS1Enemie1[index].x>225)
{
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+index);
}
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
{
KillTimer(hWnd, TAENEMIE1_ID);
}
}
}
else
{
KillTimer(hWnd, PROTECTED_ID);
cursor=0;
protect=0;
}
}
// Draw Lifes
for(long index=0; index != life; index++)
{
Image lifes(L"lifes.png");
draw.DrawImage(&lifes, lifePos, 275);
lifePos-=30;
}
SolidBrush textColor(Color(255, 255, 54, 0));
LinearGradientBrush linGrBrush(
Point(1000, 20),
Point(health, 20),
Color(255, 255, 0, 0), // opaque black
Color(0, 0, 0, 0)); // opaque red
SolidBrush databrush(Color(0, 225, 0));
draw.FillRectangle(&databrush, 0, 0, 225, 30);
draw.FillRectangle(&linGrBrush, 0, 0, 225, 30);
FontFamily courieNew(L"Courier New");
Font font(&courieNew, 12, 0, UnitPixel);
PointF pLevel(5.0f, 6.0f);
PointF pScore(100.0f, 6.0f);
WCHAR wLevel[11];
WCHAR wScore[60];
_swprintf(wLevel, L"Level : %d", level);
_swprintf(wScore, L"Score : %d", score);
draw.DrawString(wLevel, -1, &font, pLevel, &textColor);
draw.DrawString(wScore, -1, &font, pScore, &textColor);
BitBlt(hdc, 0, 0, 225, 350, memDC, 0, 0, SRCCOPY);
ReleaseDC(hWnd, hdc);
SelectObject(memDC, hOldMap);
DeleteObject(hMemMap);
DeleteDC(memDC);
}
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
GdiplusStartupInput gdiplusStartupInput;
ULONG_PTR gdiplusToken;
// TODO: Place code here.
MSG msg;
HACCEL hAccelTable;
// Cursors
hCursor[0]=LoadCursor(hInstance, MAKEINTRESOURCE(IDC_CURSOR));
hCursor[1]=LoadCursor(hInstance, MAKEINTRESOURCE(IDC_PROTECTED));
// Initialize GDI+.
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_XSTRIKE, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_XSTRIKE));
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
GdiplusShutdown(gdiplusToken);
return (int) msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage are only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_XSTRIKE));
wcex.hCursor = LoadCursor(hInstance, MAKEINTRESOURCE(IDC_CURSOR));
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_XSTRIKE);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
}
//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // Store instance handle in our global variable
hWnd = CreateWindow(szWindowClass, szTitle, (WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX),
CW_USEDEFAULT, 0, 225, 350, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
POINT pt;
switch (message)
{
case WM_CREATE:
installising();
SetTimer(hWnd, EVERYTHING_ID, 1, NULL);
break;
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
Paint(hdc, hWnd);
EndPaint(hWnd, &ps);
break;
case WM_LBUTTONDOWN:
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
if(conno==1)
{
conno++;
}
else
{
pt.x+=18;
conno--;
}
vRegularShots.push_back(pt);
SetTimer(hWnd, LBUTTONDOWN_ID, 350, NULL);
InvalidateRect(hWnd, rect, false);
break;
case WM_LBUTTONUP:
KillTimer(hWnd, LBUTTONDOWN_ID);
break;
case WM_TIMER:
switch(wParam)
{
case EVERYTHING_ID:
if(Enemie1.e1==true)
{
Enemie1.now=time(NULL);
Enemie1.tEnemie1=Enemie1.now+1;
Enemie1.e1=false;
}
Enemie1.now=time(NULL);
if(Enemie1.now==Enemie1.tEnemie1)
{
SetTimer(hWnd, TDENEMIE1_ID, 550, NULL);
}
InvalidateRect(hWnd, rect, false);
break;
case LBUTTONDOWN_ID:
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
if(conno==1)
{
if(cursor==0)
{
conno++;
}
else if(cursor==1)
{
pt.x+=2;
conno++;
}
}
else
{
if(cursor==0)
{
pt.x+=18;
}
else if(cursor==1)
{
pt.x+=15;
}
conno--;
}
vRegularShots.push_back(pt);
break;
case TDENEMIE1_ID:
pt.y=5;
pt.x=-21;
Enemie1.vS1Enemie1.push_back(pt);
pt.y=5;
pt.x=219;
Enemie1.vS2Enemie1.push_back(pt);
Enemie1.dEnemie1=0;
InvalidateRect(hWnd, rect, false);
break;
case TAENEMIE1_ID:
if(Enemie1.pEnemie1!=550)
{
Enemie1.pEnemie1+=550;
}
InvalidateRect(hWnd, rect, false);
break;
case PROTECTED_ID:
protect++;
break;
}
break;
case WM_SETCURSOR:
SetCursor(hCursor[cursor]);
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}
any idea?
解决方案 My guess would be that you are constantly re-allocating and re-drawing everything instead simply moving the images around. I can see the application frequently having to re-allocate and re-draw from scratch having a bottleneck on the system.
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