游戏2d技术毕业论文外文文献翻译内容摘要:

ccurately 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 it Then use it to create a CImageList object, let us create a careful look at the method, and use BOOL 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 is stronger. Next, we need to put the frames the document Load to a CBitmap object, you can be put into JPG or GIF files to save capacity ( If you truly achieve the above code words, you will find that screen flash, very unfortable. Many people will blame the GDI head, and they will be called MS, said GDI is too slow. In fact not also any write directly the operation of the screen will have flash, under the video memory write directly in DOS or use DirectDraw API to write directly Primary Surface will shine, because you each update the operation of the show will be users soon see (because the reason and vertical back, may have delay). Eliminate flash the simplest and most classical approach is Double buffer (Double buffer). The socalled double buffer in fact, the truth is very simple, that is to。
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