program Snow; uses Windows, Messages; const SnowNumber = 500; // 雪点数量-1 type SnowNode = record Point: TPoint; // 雪点位置 Color: Integer; // 先前颜色 Speed: Integer; // 下落速率 nMove: Integer; // 下落距离 Stick: Integer; // '粘连'度 end; var SnowNodes: array[0..SnowNumber] of SnowNode; // 雪点数组 hTimer: Integer; // '随机风向'时钟句柄 CrWind: Integer; // 当前'风向' ( -1 ~ 1 ) CrStep: Integer; // 当前循环步数(用于限速) ScreenWidth, ScreenHeight: Integer; // 屏幕尺寸 // 取屏幕尺寸 -> ScreenWidth, ScreenHeight procedure GetScreenSize; begin ScreenWidth := GetSystemMetrics(SM_CXSCREEN); ScreenHeight := GetSystemMetrics(SM_CYSCREEN); end; // '随机风向'时钟 procedure TimerProc(hWnd: HWND; uMsg: UINT; idEvent: UINT; dwTime: DWORD); stdcall; begin SetTimer(0, hTimer, (Random(27)+4) * 500, @TimerProc); // 重设下次风向改变时间 if (CrWind <> 0) then CrWind := 0 else CrWind := Random(3) - 1; // 修改风向 end; // 初始化雪点数组 procedure InitSnowNodes; var hScreenDc, J: Integer; begin hScreenDc := CreateDC('DISPLAY', nil, nil, nil); for J := 0 to SnowNumber do begin SnowNodes[J].Point.X := Random(ScreenWidth); SnowNodes[J].Point.Y := Random(ScreenHeight); SnowNodes[J].Color := GetPixel(hScreenDc, SnowNodes[J].Point.X, SnowNodes[J].Point.Y); SnowNodes[J].Speed := Random(5) + 1; // 几次循环作下落一次 (1~5) SnowNodes[J].nMove := Random(SnowNodes[J].Speed)+1; // 每次下落距离(1~5) SnowNodes[J].Stick := 30 - Random(SnowNodes[J].Speed); // '粘连'度(几次循环作一次粘连判断) end; DeleteDC(hScreenDc); end; // 移动雪点 .. procedure MoveSnowNodes; var hScreenDc, I, X, Y: Integer; begin hScreenDc := CreateDC('DISPLAY', nil, nil, nil); for I := 0 to SnowNumber do begin // 控制雪点下降速率 if (CrStep mod SnowNodes[I].Speed) <> 0 then Continue; // 恢复上次被覆盖点 if GetPixel(hScreenDc, SnowNodes[I].Point.X, SnowNodes[I].Point.Y) = $FFFFFF then SetPixel(hScreenDc, SnowNodes[I].Point.X, SnowNodes[I].Point.Y, SnowNodes[I].Color); // 根据风向作随机飘落 X := SnowNodes[I].Point.X + Random(3) - 1 + CrWind; Y := SnowNodes[I].Point.Y + SnowNodes[I].nMove; // 积雪(停留)效果处理 if ( (CrStep mod SnowNodes[I].Stick) = 0 ) // 降低积雪概率 .. and ( GetPixel(hScreenDc, X, Y) <> GetPixel(hScreenDc, X, Y+1) ) // '边缘'判断 and ( GetPixel(hScreenDc, X-1, Y) <> GetPixel(hScreenDc, X-1, Y+1) ) and ( GetPixel(hScreenDc, X+1, Y) <> GetPixel(hScreenDc, X+1, Y+1) ) then begin // 稍微调整坐标 if GetPixel(hScreenDc, X, Y-1) = GetPixel(hScreenDc, X, Y-2) then Dec(Y) // 上边缘 else if GetPixel(hScreenDc, X, Y+1) = GetPixel(hScreenDc, X, Y+2) then Inc(Y); // 下边缘 Inc(X, CrWind); // 画三个点(雪花) SetPixel(hScreenDc, X, Y, $FFFFFF); SetPixel(hScreenDc, X+1, Y+1, $FFFFFF); SetPixel(hScreenDc, X-1, Y+1, $FFFFFF); // 重生雪点 SnowNodes[I].Point.Y := Random(10); SnowNodes[I].Point.X := Random(ScreenWidth); SnowNodes[I].Color := GetPixel(hScreenDc, SnowNodes[I].Point.X, SnowNodes[I].Point.Y); end else begin if (X < 0) or (X > ScreenWidth) or (Y > ScreenHeight) then // 超出范围则重生雪点 begin SnowNodes[I].Point.Y := Random(10); SnowNodes[I].Point.X := Random(ScreenWidth); SnowNodes[I].Color := GetPixel(hScreenDc, SnowNodes[I].Point.X, SnowNodes[I].Point.Y); end else begin // 保存颜色并绘制雪点 SnowNodes[I].Color := GetPixel(hScreenDc, X, Y); SetPixel(hScreenDc, X, Y, $FFFFFF); // 此时保存新雪点位置 SnowNodes[I].Point.X := X; SnowNodes[I].Point.Y := Y; end; end; end; DeleteDC(hScreenDc); Inc(CrStep); end; var ThreadMsg: TMsg; // 标准消息结构体 Frequency: Int64; // 高性能定时器频率 StartCt, EndCt: Int64; // 高性能定时器计数 ElapsedTime: Extended; // 时间间隔 begin Randomize; GetScreenSize; InitSnowNodes; // 初始化 QueryPerformanceFrequency(Frequency); // 高性能定时器频率 hTimer := SetTimer(0, 0, Random(5)*500, @TimerProc); // 安装随机风向定时器 RegisterHotKey(0, 0, MOD_CONTROL, ORD('L')); // 注册退出热键 Ctrl+L while TRUE do // 消息循环 begin QueryPerformanceCounter(StartCt); // 执行运算前 计数值 if PeekMessage(ThreadMsg, 0, 0, 0, PM_REMOVE) then // 取到消息 begin case ThreadMsg.message of WM_TIMER: TimerProc(0, 0, 0, 0); // 预设风向改变时间已到 WM_HOTKEY: begin KillTimer(0, hTimer); // 删除随机风向定时器 UnregisterHotKey(0, 0); // 删除退出热键 Ctrl+L InvalidateRect(0, nil, TRUE); // 刷新屏幕 Break; // 跳出消息循环 end; WM_DISPLAYCHANGE: begin GetScreenSize; // 重新取屏幕尺寸 InitSnowNodes; // 初始化雪点数组 end; end; end; MoveSnowNodes; // 移动雪点 QueryPerformanceCounter(EndCt); // 执行运算后计数值 ElapsedTime := (EndCt-StartCt)/Frequency; if (ElapsedTime < 0.0005) then Sleep(2) // 简单限速 else if (ElapsedTime < 0.0010) then Sleep(1) else if (ElapsedTime < 0.0015) then Sleep(0); end; end.