不黑不吹,现今英雄联盟之最强主播如果2VS2的话,最强组合是谁

死神vs火影2.6连招谁最厉害_百度知道
死神vs火影2.6连招谁最厉害
我有更好的答案
个人喜欢一护。但连招厉害的我觉得是乌尔奇奥拉·西法比较吊吧。。
连招我不说,但是,我的鼬可破连招
当然是蓝染啦,我用它连招一直没被别人断过
,,,,我用仙人
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我们会通过消息、邮箱等方式尽快将举报结果通知您。WOW WLK2VS2最强组合是什么?_百度知道
WOW WLK2VS2最强组合是什么?
我有更好的答案
但是贼法要求太高,容错率低,无论是黑白骑,还是战骑.55一个组合能够通吃所有的组合,贼法,WLK崛起的德牧,还是贼牧,战牧,相对而言,黑白骑的组合容错高,但是一个操作纯熟,不出现失误的贼法组合是所有带个奶组合的克星其实22不是33,都是相当不错的组合
采纳率:82%
哪个组合都有有点也都有软肋,哪有最强啊
黑白骑,曾经的BUG组合。。。拿肩膀妥妥的
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Avengers Age Of Ultron Global Chaos
分类:&&|&&大小:7.49M&&|&&日期:
温馨提示:此游戏文件较大(7.49MB),加载时请耐心等待...
操作指南 (本游戏合适12岁以上用户)
攻击AD左右移动W跳跃1234切换角色开启机关/进门
鼠标左键攻击/长按特殊技能,方向键←→或AD键控制移动,↑键或W键跳跃,S键或者数字键1~4切换角色,E/空格键开启机关/进门。
提示:钢铁侠按两次W可二段跳,长按鼠标左键可以发射光束;雷神将鼠标指到上方,长按左键旋转锤子,然后松开鼠标左键就可以飞上去。
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微信扫一扫关注4399小游戏VS2015update2环境下DirectX11编程说明
一、 关于龙书
相信很多看想要学习DirectX的小伙伴都有听说过龙书,也就是官方推出的《Introduction to 3D Game Programming with Directx 9》这本书,从DirectX9开始,龙书作为最权威、详尽的DirectX编程学习资料早已广受好评,到现在Directx编程接口已经出到DirectX12了,龙书也即将推出《Introduction to 3D Game Programming with Directx 12》,但本小菜发现在之前《Introduction to 3D Game Programming with Directx 11》的时候按照书上的说明已经无法找到Directx的编程SDK包。在查找资料和摸索后发现现在的Directx配置早已没有那么麻烦,于是总结一下,把经验分享出来给大家参考。
二、 在vs2015u2环境下编写DirectX11程序
从发售开发,DirectX编程SDK包就已经集成在windows SDK包中,所以想要使用DirectX接口进行2D和3D编程的小伙伴发现没有地方可以下载像DirectX9那样的SDK包了,那么是不是一定要下载windows SDK包呢?微软在这方面也为自己的IDE编程工具VISUAL提供了便利。对的,只要使用的是visual studio2012以上的编程环境,都已经预先集成了windows SDK包,区别只是不同版本的IDE能获取到的示例工程不太一样,一般更高的版本中能够获得更全面的示例工程。
以下为官方声明:
Starting with Windows 8, the DirectX SDK is included as part of the Windows SDK.
这里官方提到的操作是win10,但使用win8进行编程的童鞋也可以继续使用visual studio2015,和win10下编程是一样的(但最新的direct12是在win10中才有的)。
所以使用vs2015做开发的童鞋已经不用再配置任何东西了。
三、 关于MSDN帮助文档
在VS2015中点击菜单栏&Help&-&&Add and Remove Help Content&
打开&MicrZ喎"/kf/ware/vc/" target="_blank" class="keylink">vc29mdCBIZWxwIFZpZXcgMi4wIC0gVmlzdWFsIFN0dWRpbyAyMDEyzsS1tSZyZHF1bzs8YnIgLz4NCjxpbWcgYWx0PQ=="这里写图片描述" src="/uploadfile/Collfiles/009.png" title="\" />
单击&Recommended Documentation&=&&Windows Desktop Application Development&后面的&Add&链接,VS就会从服务器上将对应的帮助文档下载到本地。
更新完成后,可以从以下路径找到DirectX的说明文档:
&Desktop app technologies - Windows app development&=&&Graphics and Gaming - Windows app development&=&&DirectX Graphics and Gaming - Windows app development&
四、 官方示例项目
在VS2015菜单栏中依次点击&Tools&=&&Extensions and Updates&
在左侧点击&Online&=&&Samples Gallery&,左边将会展示出对应的线上示例项目列表,也可以直接在右上方的搜索框中搜索所想要的具体项目名。
找到所需要的示例项目后就可以直接点击项目后面的&Download&按钮下载项目到本地。
这个例子包含了一些最基本的接口使用,可以作为入门教程参考。
五、 自己尝试编写一个小项目
(1) 创建一个win32项目
在VS2015中依次点击菜单栏&File&=&&New&=&&Project&
设置好项目名称和路径后点击确定,继续填写后续设置,完成创建。
(2) 配置依赖库
右键项目名,单击弹出菜单中的&Properties&
在左侧点击&Configuration Properties&=&&Linker&=&&Input&,点击右边&Addtional Dependencis&下的Edit
添加以下依赖库名称:
d3dcompiler.lib
dxguid.lib
comctl32.lib
(3) 添加源文件
创建头文件&Release.h&和源文件&Tutorial01.cpp&,如下:
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by Tutorial01.rc
#define IDS_APP_TITLE
#define IDR_MAINFRAME
#define IDD_TUTORIAL1_DIALOG
#define IDD_ABOUTBOX
#define IDM_ABOUT
#define IDM_EXIT
#define IDI_TUTORIAL1
#define IDI_SMALL
#define IDC_TUTORIAL1
#define IDC_MYICON
#define IDC_STATIC
// Next default values for new objects
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC
#define _APS_NEXT_RESOURCE_VALUE
#define _APS_NEXT_COMMAND_VALUE
#define _APS_NEXT_CONTROL_VALUE
#define _APS_NEXT_SYMED_VALUE
Tutorial01.cpp
//--------------------------------------------------------------------------------------
// File: Tutorial01.cpp
// This application demonstrates creating a Direct3D 11 device
// http://msdn.microsoft.com/en-us/library/windows/apps/ff729718.aspx
// THIS CODE AND INFORMATION IS PROVIDED &AS IS& WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include &resource.h&
using namespace DirectX;
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
D3D_DRIVER_TYPE
g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL
g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*
g_pd3dDevice =
ID3D11Device1*
g_pd3dDevice1 =
ID3D11DeviceContext*
g_pImmediateContext =
ID3D11DeviceContext1*
g_pImmediateContext1 =
IDXGISwapChain*
g_pSwapChain =
IDXGISwapChain1*
g_pSwapChain1 =
ID3D11RenderTargetView* g_pRenderTargetView =
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK
WndProc( HWND, UINT, ARAM, LPARAM );
void Render();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( _In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow )
UNREFERENCED_PARAMETER( hPrevInstance );
UNREFERENCED_PARAMETER( lpCmdLine );
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
if( FAILED( InitDevice() ) )
CleanupDevice();
// Main message loop
MSG msg = {0};
while( WM_QUIT != msg.message )
if( PeekMessage( &msg, nullptr, 0, 0, PM_REMOVE ) )
TranslateMessage( &msg );
DispatchMessage( &msg );
CleanupDevice();
return ( int )msg.wP
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
// Register class
WNDCLASSEX
wcex.cbSize = sizeof( WNDCLASSEX );
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndP
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hI
wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
wcex.hCursor = LoadCursor( nullptr, IDC_ARROW );
wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
wcex.lpszMenuName =
wcex.lpszClassName = L&TutorialWindowClass&;
wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
if( !RegisterClassEx( &wcex ) )
return E_FAIL;
// Create window
g_hInst = hI
RECT rc = { 0, 0, 800, 600 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
g_hWnd = CreateWindow( L&TutorialWindowClass&, L&Direct3D 11 Tutorial 1: Direct3D 11 Basics&,
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr );
if( !g_hWnd )
return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
PAINTSTRUCT
switch( message )
case WM_PAINT:
hdc = BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
case WM_DESTROY:
PostQuitMessage( 0 );
// Note that this tutorial does not handle resizing (WM_SIZE) requests,
// so we created the window without the resize border.
return DefWindowProc( hWnd, message, wParam, lParam );
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
HRESULT hr = S_OK;
GetClientRect( g_hWnd, &rc );
UINT width = rc.right - rc.
UINT height = rc.bottom - rc.
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_DRIVER_TYPE driverTypes[] =
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
UINT numDriverTypes = ARRAYSIZE( driverTypes );
D3D_FEATURE_LEVEL featureLevels[] =
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
UINT numFeatureLevels = ARRAYSIZE( featureLevels );
for( UINT driverTypeIndex = 0; driverTypeIndex & numDriverT driverTypeIndex++ )
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
if ( hr == E_INVALIDARG )
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
if( SUCCEEDED( hr ) )
if( FAILED( hr ) )
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory =
IDXGIDevice* dxgiDevice =
hr = g_pd3dDevice-&QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast(&dxgiDevice) );
if (SUCCEEDED(hr))
IDXGIAdapter* adapter =
hr = dxgiDevice-&GetAdapter(&adapter);
if (SUCCEEDED(hr))
hr = adapter-&GetParent( __uuidof(IDXGIFactory1), reinterpret_cast(&dxgiFactory) );
adapter-&Release();
dxgiDevice-&Release();
if (FAILED(hr))
// Create swap chain
IDXGIFactory2* dxgiFactory2 =
hr = dxgiFactory-&QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast(&dxgiFactory2) );
if ( dxgiFactory2 )
// DirectX 11.1 or later
hr = g_pd3dDevice-&QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast(&g_pd3dDevice1) );
if (SUCCEEDED(hr))
(void) g_pImmediateContext-&QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast(&g_pImmediateContext1) );
DXGI_SWAP_CHAIN_DESC1
ZeroMemory(&sd, sizeof(sd));
sd.Width =
sd.Height =
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2-&CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
if (SUCCEEDED(hr))
hr = g_pSwapChain1-&QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast(&g_pSwapChain) );
dxgiFactory2-&Release();
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width =
sd.BufferDesc.Height =
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hW
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory-&CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );
// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
dxgiFactory-&MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER );
dxgiFactory-&Release();
if (FAILED(hr))
// Create a render target view
ID3D11Texture2D* pBackBuffer =
hr = g_pSwapChain-&GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast( &pBackBuffer ) );
if( FAILED( hr ) )
hr = g_pd3dDevice-&CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView );
pBackBuffer-&Release();
if( FAILED( hr ) )
g_pImmediateContext-&OMSetRenderTargets( 1, &g_pRenderTargetView, nullptr );
// Setup the viewport
D3D11_VIEWPORT
vp.Width = (FLOAT)
vp.Height = (FLOAT)
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext-&RSSetViewports( 1, &vp );
return S_OK;
//--------------------------------------------------------------------------------------
// Render the frame
//--------------------------------------------------------------------------------------
void Render()
// Just clear the backbuffer
g_pImmediateContext-&ClearRenderTargetView( g_pRenderTargetView, Colors::MidnightBlue );
g_pSwapChain-&Present( 0, 0 );
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
if( g_pImmediateContext ) g_pImmediateContext-&ClearState();
if( g_pRenderTargetView ) g_pRenderTargetView-&Release();
if( g_pSwapChain1 ) g_pSwapChain1-&Release();
if( g_pSwapChain ) g_pSwapChain-&Release();
if( g_pImmediateContext1 ) g_pImmediateContext1-&Release();
if( g_pImmediateContext ) g_pImmediateContext-&Release();
if( g_pd3dDevice1 ) g_pd3dDevice1-&Release();
if( g_pd3dDevice ) g_pd3dDevice-&Release();
(4) 完成
按F5键即可编译并运行项目,最终效果如下:
目前在VS2015 IDE中编写DirectX11程序已经不用安装SDK包,只要简单的将所以来LIB库配置到项目中即可。
龙书11中的示例项目尝试过目前还是不能运行,会在以后的文章中补上。}

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