控制臺可以有多個螢屏緩沖區,但只能有一個活動螢屏緩沖區,這個就叫ActiveScreen,
可以訪問非活動螢屏緩沖區進行讀取和寫入,但只顯示活動螢屏緩沖區, 若要使新螢屏緩沖區成為活動螢屏緩沖區,使用 SetConsoleActiveScreenBuffer 函式,(輪流成為活動顯示區)
要用到的函式:
1)CreateConsoleScreenBuffer:Creates a console screen buffer.
2)WriteConsoleOutputCharacterA:指定一個快取區,將需要輸出的內容(這規定的型別是字符陣列)輸出到控制臺,向控制臺螢屏緩沖區的連續單元格內復制一組字符.
3)SetConsoleActiveScreenBuffer:把生成的的螢屏緩沖區設定成活動螢屏緩沖區,切換兩個快取的,
有些 Win32 控制臺函式使用的是預定義的資料結構,包括 COORD 和 SMALL_RECT,COORD 結構包含的是控制臺螢屏緩沖區內字符單元格的坐標,坐標原點(0, 0)位于左上角單元格
HANDLE:句柄,是WINDOWS用來表示物件的,是一個通用句柄表示,
在WINDOWS程式中,有各種各樣的資源(視窗、圖示、游標等),系統在創建這些資源時為他們分配記憶體,并回傳標示這些資源的標示號,即句柄,
但是如果這些資源的位置變了呢?
HANDLE是固定的,不會變,但是物件的地址會變,當物件在記憶體中的位置發生改變后,我們不能通過之前的物件指標找到物件,HANDLE能用來記錄物件的最新地址,
引數 hConsoleOutput 控制臺螢屏緩沖區的句柄, dwSize 使用 COORD 來指定控制臺螢屏緩沖區的寬度(X)和高度(Y),指定的寬度和高度不能小于當前視窗的字符寬度和字符高度,
上一章節的閃爍版貪吃蛇:
#include<iostream>;
#include<windows.h>;
#include<conio.h>;
using namespace std;
bool gameOver;
const int width = 20;
const int height = 20;
int x, y, fruitX, fruitY, score;
int tailX[100], tailY[100];
int nTail = 1;
int i, j;
enum eDirection { STOP = 0, LEFT, RIGHT, UP, DOWN };
eDirection dir;
void Initial()
{
gameOver = false;
dir = STOP;
x = width / 2;
y = height / 2;
fruitX = rand() % width;
fruitY = rand() % height;
}
void Draw()
{
system("cls");
HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
int textColor = 0x06;
SetConsoleTextAttribute(h, textColor);
for (int i = 0; i < width + 2; i++)
cout << "1";
cout << endl;
for (int j = 0; j < height; j++)
{
for (int i = 0; i < width; i++)
{
if (i == 0)
cout << "2";
if (i == x && j == y) {
textColor = 0X0a;
SetConsoleTextAttribute(h, textColor);
cout << "O";
}
else if (i == fruitX && j == fruitY)
{
textColor = 0x084;
SetConsoleTextAttribute(h, textColor);
cout << "F";
}
else
{
bool FlagPrint = false;
for (int k = 1; k < nTail; k++)
{
//todo:畫尾巴
if (tailX[k] == i && tailY[k] == j)
{
cout << "o";
FlagPrint = true;
}
}
textColor = 0x06;
SetConsoleTextAttribute(h, textColor);
if (!FlagPrint)
cout << " ";
}
if (i == width - 1)
cout << "3";
}
cout << endl;
}
for (i = 0; i < width + 2; i++)
cout << "4";
cout << endl;
}
void Input()
{
if (_kbhit())
{
switch (_getch())
{
case'a':
dir = LEFT;
x--;
break;
case'd':
dir = RIGHT;
x++;
break;
case'w':
dir = UP;
y--;
break;
case's':
dir = DOWN;
y++;
break;
case'x':
gameOver = true;
break;
default:
break;
}
}
}
void Logic()
{
for (i = nTail; i >= 1; i--)
{
tailX[i] = tailX[i - 1];
tailY[i] = tailY[i - 1];
}
tailX[0] = x;
tailY[0] = y;
cout << tailY[1];
cout << tailX[1];
for (int i = 0; i < nTail; i++)
if (tailX[i] == x && tailY[i] == y)
gameOver == true;
if (x > width || x<0 || y>height || y < 0)
gameOver = true;
/*if (x >= width) x = 0;
else if (x < 0)
x = width - 1;
if (y >= height)y = 0;
else if (y < 0)
y = height - 1;*/
if (x == fruitX && y == fruitY)
{
score += 10;
fruitX = rand() % width;
fruitY = rand() % height;
nTail++;
}
}
int main()
{
Initial();
while (!gameOver)
{
Draw();
Input();
Logic();
}
system("pause");
return 0;
}
的 
閃屏無緩沖版如上,
再添加一些雙緩沖設定后,
我們慢慢看到底是哪里出了問題,
我們把Draw2()寫入
void Draw2()
{
cout << "進入draw2()回圈";
WORD textColor = 0X06;///墻體的顏色
short j=0;
COORD coord_wall;
int currentLine = 0;
WORD textColor_Head = 0X0a;
WORD textColor_Fruit = 0x084;
WORD textColor_Tail = 0x084;
WORD textColor_blank = 0x06;
for (int i = 0; i < width - 2; i++)
{
coord_wall.X = i;
coord_wall.Y = currentLine;
WriteConsoleOutputAttribute(hOutBuf, &textColor, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor, 1, coord_wall, &bytes);
ScreenData[currentLine][i] = '1';
}
currentLine++;
cout << "列印1墻";
for ( j = 0; j < height; j++)
{
for (int i = 0; i < width; i++)
{
if ( i == 0)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor, 1, coord_wall, &bytes);
ScreenData[currentLine+j][i] = '2';
}
cout << "列印2墻";
if (i == x && j == y) {
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor_Head, 1,coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor_Head, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = 'O';
}
else if (i == fruitX && j == fruitY)
{
coord_wall.X = i;
coord_wall.Y= currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor_Fruit, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor_Fruit, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = 'F';
}
else
{
bool FlagPrint = false;
for (int k = 1; k < nTail; k++)
{
//todo:畫尾巴
if (tailX[k] == i && tailY[k] == j)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor_Tail, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor_Tail, 1, coord_wall,&bytes);
ScreenData[currentLine + j][i] = 'o';
FlagPrint = true;
}
}
if (!FlagPrint)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor_blank, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor_blank, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = ' ';
}
}
if (i == width - 1)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = '3';
}
}
cout << endl;
}
cout << "回圈結束";
///short j = height;
for (int i = 0; i < width + 2; i++)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = '4';
}
currentLine++;
sprintf_s(ScreenData[currentLine], "游戲得分:%4d", score);
}
然后進行報錯
把輸出行改成:
cout<<ScreenData[currentLine], "游戲得分:%4d", score;
Draw2()不再報錯,
(雖然也不知道為啥)
列印結果:


真不錯,黃色是DRAW()的結果,白色是Draw2()結果,
我們把用來檢測的漢字刪掉,int main()里面同時列印draw()和draw2()

看的出來,畫面閃爍非常巨大,但是所幸!沒有報錯運行正常,太不容易了,
接下來我們加入Show_doublebuffer()函式,展示雙緩沖的功效,
void Show_doublebuffer()
{
int i;
Draw2();
if (bufferSwapFlag == false)
{
bufferSwapFlag = true;
for (i = 0; i < height + 5; i++)
{
coord.Y = i;
WriteConsoleOutputCharacterA(hOutBuf, ScreenData[i], width, coord, &bytes);
}
SetConsoleActiveScreenBuffer(hOutBuf);
}
else
{
bufferSwapFlag = false;
for (i = 0; i < height + 5; i++)
{
coord.Y = i;
WriteConsoleOutputCharacterA(hOutput, ScreenData[i], width, coord, &bytes);
}
SetConsoleActiveScreenBuffer(hOutput);
}
}
這里我們又遇到了問題:
本應該顯示的區域變成了一片空白,但在Draw2()里面cout<<screendata時,所出現的陣列時正確的,所以我合理推測,應該是這個函式出現了問題,導致無法正確顯示雙緩沖功能,
然后我驚奇的發現,我竟然在Initial()里面沒有寫完整,

補充完整之后,代碼運行結果如圖:

畫面基本不再閃爍,雙緩沖暫時成功,
問題:1.缺少墻體2號
2.游戲得分列印位置出錯
#include<iostream>;
#include<windows.h>;
#include<conio.h>;
#define _CRT_SECURE_NO_DEPRECATE
using namespace std;
HANDLE hOutput, hOutBuf;
COORD coord = { 0,0 };
DWORD bytes = 0;
bool BufferSwapFlag = false;
bool gameOver;
bool bufferSwapFlag;
const int width = 20;
const int height = 20;
int x, y, fruitX, fruitY, score;
int tailX[100], tailY[100];
int nTail = 1;
int i, j;
enum eDirection { STOP = 0, LEFT, RIGHT, UP, DOWN };
eDirection dir;
char ScreenData[width + 5][height + 5];
void Initial()
{
hOutBuf = CreateConsoleScreenBuffer(
GENERIC_WRITE,//定義行程可以往緩沖區寫資料
FILE_SHARE_WRITE,//定義緩沖區可共享寫權限
NULL,
CONSOLE_TEXTMODE_BUFFER,
NULL
);
hOutput = CreateConsoleScreenBuffer(
GENERIC_WRITE,
FILE_SHARE_WRITE,
NULL,
CONSOLE_TEXTMODE_BUFFER,
NULL
);
//隱藏兩個緩沖區的游標
CONSOLE_CURSOR_INFO cci;
cci.bVisible = 0;
cci.dwSize = 1;
SetConsoleCursorInfo(hOutput, &cci);
SetConsoleCursorInfo(hOutBuf, &cci);
gameOver = false;
dir = STOP;
x = width / 2;
y = height / 2;
fruitX = rand() % width;
fruitY = rand() % height;
}
/*
void Draw()
{
system("cls");
HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
int textColor = 0x06;
SetConsoleTextAttribute(h, textColor);
for (int i = 0; i < width + 2; i++)
cout << "1";
cout << endl;
for (int j = 0; j < height; j++)
{
for (int i = 0; i < width; i++)
{
if (i == 0)
cout << "2";
if (i == x && j == y) {
textColor = 0X0a;
SetConsoleTextAttribute(h, textColor);
cout << "O";
}
else if (i == fruitX && j == fruitY)
{
textColor = 0x084;
SetConsoleTextAttribute(h, textColor);
cout << "F";
}
else
{
bool FlagPrint = false;
for (int k = 1; k < nTail; k++)
{
//todo:畫尾巴
if (tailX[k] == i && tailY[k] == j)
{
cout << "o";
FlagPrint = true;
}
}
textColor = 0x06;
SetConsoleTextAttribute(h, textColor);
if (!FlagPrint)
cout << " ";
}
if (i == width - 1)
cout << "3";
}
cout << endl;
}
for (i = 0; i < width + 2; i++)
cout << "4";
cout << endl;
}
*/
void Draw2()
{
//cout << "進入draw2()回圈";
WORD textColor = 0X06;///墻體的顏色
short j = 0;
COORD coord_wall;
int currentLine = 0;
WORD textColor_Head = 0X0a;
WORD textColor_Fruit = 0x084;
WORD textColor_Tail = 0x084;
WORD textColor_blank = 0x06;
for (int i = 0; i < width - 2; i++)
{
coord_wall.X = i;
coord_wall.Y = currentLine;
WriteConsoleOutputAttribute(hOutBuf, &textColor, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor, 1, coord_wall, &bytes);
ScreenData[currentLine][i] = '1';
}
currentLine++;
//cout << "列印1墻";
for (j = 0; j < height; j++)
{
for (int i = 0; i < width; i++)
{
if (i == 0)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = '2';
}
if (i == x && j == y) {
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor_Head, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor_Head, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = 'O';
}
else if (i == fruitX && j == fruitY)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor_Fruit, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor_Fruit, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = 'F';
}
else
{
bool FlagPrint = false;
for (int k = 1; k < nTail; k++)
{
//todo:畫尾巴
if (tailX[k] == i && tailY[k] == j)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor_Tail, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor_Tail, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = 'o';
FlagPrint = true;
}
}
if (!FlagPrint)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor_blank, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor_blank, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = ' ';
}
}
if (i == width - 1)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = '3';
}
}
cout << endl;
}
//cout << "回圈結束";
///short j = height;
for (int i = 0; i < width + 2; i++)
{
coord_wall.X = i;
coord_wall.Y = currentLine + j;
WriteConsoleOutputAttribute(hOutBuf, &textColor, 1, coord_wall, &bytes);
WriteConsoleOutputAttribute(hOutput, &textColor, 1, coord_wall, &bytes);
ScreenData[currentLine + j][i] = '4';
}
currentLine++;
sprintf_s( ScreenData[currentLine],"游戲得分:%4d", score);
}
void Show_doublebuffer()
{
int j;
Draw2();
if (bufferSwapFlag == false)
{
bufferSwapFlag = true;
for (j = 0; j < height + 5; j++)
{
coord.Y = j;
WriteConsoleOutputCharacterA(hOutBuf, ScreenData[j], width, coord, &bytes);
}
SetConsoleActiveScreenBuffer(hOutBuf);
}
else
{
bufferSwapFlag = false;
for (j = 0; j < height + 5; j++)
{
coord.Y = j;
WriteConsoleOutputCharacterA(hOutput, ScreenData[j], width, coord, &bytes);
}
SetConsoleActiveScreenBuffer(hOutput);
}
}
void Input()
{
if (_kbhit())
{
switch (_getch())
{
case'a':
dir = LEFT;
x--;
break;
case'd':
dir = RIGHT;
x++;
break;
case'w':
dir = UP;
y--;
break;
case's':
dir = DOWN;
y++;
break;
case'x':
gameOver = true;
break;
default:
break;
}
}
}
void Logic()
{
for (i = nTail; i >= 1; i--)
{
tailX[i] = tailX[i - 1];
tailY[i] = tailY[i - 1];
}
tailX[0] = x;
tailY[0] = y;
for (int i = 0; i < nTail; i++)
if (tailX[i] == x && tailY[i] == y)
gameOver == true;
if (x > width || x<0 || y>height || y < 0)
gameOver = true;
if (x == fruitX && y == fruitY)
{
score += 10;
fruitX = rand() % width;
fruitY = rand() % height;
nTail++;
}
}
int main()
{
Initial();
while (!gameOver)
{
Show_doublebuffer();
Input();
Logic();
}
// system("pause");
return 0;
}
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