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목차
BALL PASS
Subject
Progress
Demo
3Dopengl게임.pptx …………………………………… 13p
[BALLpass] 21.2MB
[Debug]
[res]
1.bmp
MainFrm.cpp
MainFrm.h
Mfcgl.aps
Mfcgl.clw
Mfcgl.cpp
Mfcgl.dsp
Mfcgl.dsw
Mfcgl.h
Mfcgl.ncb
Mfcgl.opt
Mfcgl.plg
Mfcgl.rc
Mfcgl.sln
Mfcgl.suo
Mfcgl.vcproj
Mfcgl.vcproj.john-PC.john.user
Mfcgl.vcproj.ksm-PC.ksm.user
MfcglDoc.cpp
MfcglDoc.h
MfcglView.cpp
MfcglView.h
ReadMe.txt
resource.h
ScaleDlg.cpp
ScaleDlg.h
StdAfx.cpp
StdAfx.h
잔디.bmp
Subject
Progress
Demo
3Dopengl게임.pptx …………………………………… 13p
[BALLpass] 21.2MB
[Debug]
[res]
1.bmp
MainFrm.cpp
MainFrm.h
Mfcgl.aps
Mfcgl.clw
Mfcgl.cpp
Mfcgl.dsp
Mfcgl.dsw
Mfcgl.h
Mfcgl.ncb
Mfcgl.opt
Mfcgl.plg
Mfcgl.rc
Mfcgl.sln
Mfcgl.suo
Mfcgl.vcproj
Mfcgl.vcproj.john-PC.john.user
Mfcgl.vcproj.ksm-PC.ksm.user
MfcglDoc.cpp
MfcglDoc.h
MfcglView.cpp
MfcglView.h
ReadMe.txt
resource.h
ScaleDlg.cpp
ScaleDlg.h
StdAfx.cpp
StdAfx.h
잔디.bmp
본문내용
BALL PASS
Subject 〔▶〕
Subject
3D OpenGL로 구현한 게임이다.
Ball Pass - OpenGL와 MFC 연동을 통한 장애물 피하기 게임이다.
다가오는 장애물을 간단한 조작을 통해 피하는 게임으로 시간이 변함에 따라 장애물의 속도를 빨라진다.
Progress〔▶〕
Progress
1. 랜덤으로 발생하는 공 생성
(랜덤 함수을 사용하여 6가지의 경우를 랜덤으로 호출하여 공을 그림.)
≪ 그 림 ≫ ≪ 그 림 ≫
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
MainFrm.cpp
// MainFrm.cpp : implementation of the CMainFrame class
//
#include \"stdafx.h\"
#include \"Mfcgl.h\"
#include \"MainFrm.h\"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMainFrame
IMPLEMENT_DYNCREATE(CMainFrame, CFrameWnd)
BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd)
//{{AFX_MSG_MAP(CMainFrame)
ON_WM_CREATE()
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
static UINT indicators[] =
{
ID_SEPARATOR, // status line indicator
ID_INDICATOR_CAPS,
ID_INDICATOR_NUM,
ID_INDICATOR_SCRL,
};
/////////////////////////////////////////////////////////////////////////////
// CMainFrame construction/destruction
CMainFrame::CMainFrame()
{
// TODO: add member initialization code here
}
CMainFrame::~CMainFrame()
{
}
int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
return -1;
if (!m_wndToolBar.CreateEx(this, TBSTYLE_FLAT, WS_CHILD | WS_VISIBLE | CBRS_TOP
| CBRS_GRIPPER | CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC) ||
!m_wndToolBar.LoadToolBar(IDR_MAINFRAME))
{
TRACE0(\"Failed to create toolbarn\");
return -1; // fail to create
}
if (!m_wndStatusBar.Create(this) ||
!m_wndStatusBar.SetIndicators(indicators,
sizeof(indicators)/sizeof(UINT)))
{
TRACE0(\"Failed to create status barn\");
return -1; // fail to create
}
// TODO: Delete these three lines if you don't want the toolbar to
// be dockable
m_wndToolBar.EnableDocking(CBRS_ALIGN_ANY);
EnableDocking(CBRS_ALIGN_ANY);
DockControlBar(&m_wndToolBar);
if(!m_wndDialogBar.Create(this, IDD_DIALOG_SET ,CBRS_TOP, IDD_DIALOG_SET))
return -1;
m_wndDialogBar.EnableDocking(CBRS_ALIGN_ANY);
DockControlBar(&m_wndDialogBar);
Subject 〔▶〕
Subject
3D OpenGL로 구현한 게임이다.
Ball Pass - OpenGL와 MFC 연동을 통한 장애물 피하기 게임이다.
다가오는 장애물을 간단한 조작을 통해 피하는 게임으로 시간이 변함에 따라 장애물의 속도를 빨라진다.
Progress〔▶〕
Progress
1. 랜덤으로 발생하는 공 생성
(랜덤 함수을 사용하여 6가지의 경우를 랜덤으로 호출하여 공을 그림.)
≪ 그 림 ≫ ≪ 그 림 ≫
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
MainFrm.cpp
// MainFrm.cpp : implementation of the CMainFrame class
//
#include \"stdafx.h\"
#include \"Mfcgl.h\"
#include \"MainFrm.h\"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMainFrame
IMPLEMENT_DYNCREATE(CMainFrame, CFrameWnd)
BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd)
//{{AFX_MSG_MAP(CMainFrame)
ON_WM_CREATE()
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
static UINT indicators[] =
{
ID_SEPARATOR, // status line indicator
ID_INDICATOR_CAPS,
ID_INDICATOR_NUM,
ID_INDICATOR_SCRL,
};
/////////////////////////////////////////////////////////////////////////////
// CMainFrame construction/destruction
CMainFrame::CMainFrame()
{
// TODO: add member initialization code here
}
CMainFrame::~CMainFrame()
{
}
int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
return -1;
if (!m_wndToolBar.CreateEx(this, TBSTYLE_FLAT, WS_CHILD | WS_VISIBLE | CBRS_TOP
| CBRS_GRIPPER | CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC) ||
!m_wndToolBar.LoadToolBar(IDR_MAINFRAME))
{
TRACE0(\"Failed to create toolbarn\");
return -1; // fail to create
}
if (!m_wndStatusBar.Create(this) ||
!m_wndStatusBar.SetIndicators(indicators,
sizeof(indicators)/sizeof(UINT)))
{
TRACE0(\"Failed to create status barn\");
return -1; // fail to create
}
// TODO: Delete these three lines if you don't want the toolbar to
// be dockable
m_wndToolBar.EnableDocking(CBRS_ALIGN_ANY);
EnableDocking(CBRS_ALIGN_ANY);
DockControlBar(&m_wndToolBar);
if(!m_wndDialogBar.Create(this, IDD_DIALOG_SET ,CBRS_TOP, IDD_DIALOG_SET))
return -1;
m_wndDialogBar.EnableDocking(CBRS_ALIGN_ANY);
DockControlBar(&m_wndDialogBar);
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