游戏2D技术毕业论文外文文献翻译.doc
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1、毕业设计(论文)外文资料翻译学院(系): 计算机科学与技术学院 专 业: 网络工程 姓 名: 学 号: 外文出处: AI for game developers 附 件: 1.外文原文;2.外文译文。 指导教师评语: 签名: 年 月 日English text: Game 2 D technology To realize the quality of the games said animation, many people will be immediately thought DirectX, yes DirectDraw are very strong, but not have to
2、 use DirectDraw to just go. Behind the animation theory and techniques are all the same, this and end use what API not much (if the API is not too slow words). Is the author of the realization of the NewImage Lib testing results, internal all the pixel data storage and computation are pure software
3、to realize, the last step output to screen use GDI performance than DirectDraw low less than 10%, in Window9X system to low 20% left and right sides, this for many software is absolutely acceptable.The application now interface more does more luxuriant, in addition to support the SKIN, a lot of peop
4、le want to join in a program in some such as Sprite animation this originally used in game technology, for this reason introducing DirectX API, apparently was not worth (besides DX version to upgrade frequent, with DirectGraphic DX8 already replaced DirectDraw). In this paper the author use standard
5、 to realize commercial game GDI functions as an example, take you into the high quality 2 D animation programming domain, and ensure the equipment independence.In we have a proper time to execute the update operation, now let us try animation it. The following code will no longer provide Win32 versi
6、on.In order to narrative is convenient, I need a play the animation window, it must be a derived class of CWnd, assuming this class is called CMyView, we will draw animation in the window. First we for the class add a member function void CMyView: : RenderView (), you can use the above mentioned met
7、hod calls this function.Are now ready to work very well, our animation how to store? Dont mention animation GIF89a format (if you think only have animation GIF words, I advise you to do art good, dont do programs), if you just want a simple animation playback of course, but if you want to do complex
8、 point, interactive animation, I advise you still dont use that things. Assume we have a 4 frame of animation, how to store it? First thing I thought of was save four BMP file, and then read to a CBitmap object the array, but respected master Scott Meyers warned us not to use polymorphism arrays, be
9、cause the compiler in some cases cant accurately calculate the size of the array object, so subscript operators will have dire effects. Then I thought of use CBitmap pointer arrays, this to is nice, but management up a little trouble. Now look at my final solution itThen use it to create a CImageLis
10、t object, let us create a careful look at the method, and useBOOL CImageList: : Create (int cx, int cy, UINT nFlags, int nInitial, int nGrow);Function, the front two parameters used to specify the size of the animation to us. This created an empty ImageList, the advantage of this is extensible line
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