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标题: 最简单的游戏程序代码~ [打印本页]

作者: hays2002    时间: 2004-4-6 19:22
标题: 最简单的游戏程序代码~
#include 6 o0 \ K/ W# B: i4 B: ^; ?+ a#include // DirectDraw所使用的头文件;$ R7 Y0 t9 d% c; z3 x! b3 s/ U #define MAP_X 64 ) @2 S, C I8 W; i3 Z! V#define MAP_Y 48 . O0 C* Y7 A; U! @5 Q6 Z// 变量、声明函数;* E4 w9 S1 ^+ n2 Z3 J LPDIRECTDRAW lpDD; // DirectDraw对象; , b$ h3 l {3 W2 b6 s4 ILPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 9 G0 }* o% H5 s H$ a- P& ] LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 2 \- b0 ]- {" `9 R5 g LPDIRECTDRAWSURFACE lpBK; //地图页面 " |6 L8 w! m8 _. {3 o LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 6 A# T: j2 Y" gLPDIRECTDRAWSURFACE lplogo; //logo页面 : W% s# y, }. ]" r7 S9 @ LPDIRECTDRAWSURFACE lphays; //海斯 % G U9 o% F2 Z. n3 l/ [$ R- @; f* R$ }% {" X* `% n int MAP[MAP_Y][MAP_X]={9 q P/ D6 W O1 I( u1 I; j& c {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, , ~$ T7 g1 \9 s* \ {1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},) i6 g7 C- G% ]+ y {1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, " o2 V1 s& X1 b" D" S; p% m{1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, : c& M- `0 p& X{1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, t1 {5 d) D* p8 m{1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,1,1,1,1,1,0,1},/ b; u' f" e6 @9 f% @' b! P {1,0,0,1,0,0,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,1,0,1}, ) u9 ^! X2 w( W1 `{1,0,0,1,0,0,1,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,1,1,0,1}, - ?$ K* K$ w: D' f{1,0,0,1,0,0,0,1,0,1,0,0,1,0,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0,1}, ' {. p) M. \, _& U/ j' r9 m{1,0,0,1,0,0,0,1,0,0,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,1}, 5 E- l! ?! v/ G* }/ b+ R{1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1},5 L+ B2 m2 a3 O1 w7 g {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},$ @/ K+ k9 \) w7 ? {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, + y8 @. D" ?+ D- j- s{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, / ], g I! _2 L* H{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, ! s: \- \ `9 B) u, ]{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},# K0 ~" I3 j# ?" Z9 j {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, ( ?, Y1 V5 C9 Y( e# a& X{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},% e. i. s6 b- Q: i8 L0 b: I {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},7 r5 O! ^$ M& ]# k, V5 F {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, ( z6 I7 M/ J! l{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, 4 N9 R. t, d! ~" r- F C{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},+ W8 r" N, X, R* ]% Q {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, ! Y1 y3 I% B5 U: S7 |{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}}; 6 w/ J0 J* J& Z1 B6 e+ O : c$ f; R0 T& a- u3 a* G+ c. W 8 o, t2 K! v) Y8 T$ M( b int SX=0,SY=0; //地图坐标 7 D: E. y% e" w$ i $ A' M5 ?+ {2 w; ?$ ^- ]: a int old_SX=0,old_SY=0; 1 D2 B2 U. U0 B" L; A9 N3 h/ P6 J* A/ u RECT rect; //blt用的巨型 " c, ]& k- C+ |: u d, g& a+ Oint speed=10;2 c3 W; v% q8 h7 O/ ^ 8 z2 a1 \/ N: T5 A6 e. F5 z8 ?! Jtypedef struct{. d. Z8 q) U9 S$ o; f int x,y; //当前坐标 , V) ~9 h1 _; {6 B' g! X1 Yint old_x,old_y; //旧的坐标/ ^/ C9 A0 i7 K int Way; //方向+ M! g2 N( n; a: g+ ]! c int Stats; //状态- W: o4 [0 r2 J: r+ e+ C$ d1 d) v }Role;4 Z8 z& W/ E; }& Y% x# ] 3 [8 [7 v' i( j0 Z Role Hero={1,. q8 d3 O. l; t5 `" d( m# s1 _ 1,2 b% M0 K+ [% R1 M6 ], n* I 0,6 _0 l: H. {. z. f4 j0 z/ w9 b 0,1 U$ Q1 B. W# W( w 0};7 {& y2 P: H+ S7 d% \ t7 j8 M . b5 v, E5 m) t' I& X! h+ d& w3 f6 @) R- b5 S* c) q/ U. k, U - O' s- o9 |9 ]- D# j$ b 7 h, a9 `2 x+ o, ~ . v* ^9 E, q. A: s: Q. {1 X* N//函数声明列表 / U, G! H; c! j; M% } ! a2 J. A7 q' j$ z; |7 @ RECT GetRect(int x1,int y1,int x2,int y2); 1 f; I' T# {* H5 B9 P$ Lvoid MainLoop();0 i% J# _* x- [6 N; t% Y void Gamehead(); 8 ^ V1 @. G8 ]6 V void BackGround(); * v' {" F7 _7 o) K( E$ c; W4 f7 ?LPDIRECTDRAWSURFACE bitmap_surface(char* file_name); 2 p# q9 k0 w5 L% _& q$ u, [DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); 9 n- g# H6 \+ E6 ? UHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);1 l5 y3 O" u' e LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);5 ]* G+ U2 M3 |7 `( l# e void Delay(long time); //时间函数 6 [1 T1 [: O K2 ?BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;7 |+ `4 _/ R, r" w } BOOL InitDDraw(void); // 初始化DirectDraw并且打印字 6 T+ j" G- C1 N* i/ K+ z#define SafeRelease(x) if (x) { x->Release(); x=NULL; } 6 ~1 }1 s0 O3 uvoid Cleanup(void); // 卸载DirectDraw函数;+ ?0 _: T4 j/ W a1 V# ]% M ! R# P+ e0 F2 Q' ?# q- _, H5 ~ & }* E4 ]( A! U1 F+ S$ j8 k# ^ $ t! {/ N- f b BOOL InitWindow(HINSTANCE hInstance, int nCmdShow)0 Q8 @0 j# ]6 V& R { ! ~0 @+ n0 ?2 \* C* M! H) F HWND hwnd; // 窗口句柄; + n: U" }) Q* w WNDCLASS wcex; // 窗口类结构; ) b4 @3 J: A7 y4 p! U% [& G: @7 } Q- t, x/ Z5 r // 设置窗口类结构; ) u) W2 s6 X; [8 I& \" F wcex.style=0; // 风格;* A' C. e9 T; e: j1 ` wcex.lpfnWndProc=WinProc; // 窗口处理程序; 1 z4 L+ q# O) K% g+ N+ d9 J$ l4 O wcex.cbClsExtra=0; // 扩充风格; . _0 V3 m1 z e$ A0 c i7 y wcex.cbWndExtra=0; // 扩充程序; 3 y& |; g* D/ \9 ]0 S# i1 D wcex.hInstance=hInstance; // 应用程序hInstance句柄; ' {+ `: E0 d- o" p2 \ wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;% s$ [- M5 U* s8 P* A: n4 ? wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; $ G, `( q/ C4 [+ x/ I$ n& [ wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景; ! p% f+ `; G2 r) x: O wcex.lpszMenuName=NULL; // 窗口目录; ) Q* l# a$ _# w1 L4 v/ o# A wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名% p: b9 j5 [8 {1 u; [ // 注册窗口类; % u9 w8 B: `0 f: x, F- ` RegisterClass(&wcex);5 m/ U% N0 F% \ // 创建主窗口;% e/ H) w7 v. W hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, 6 \% F% `4 p& b- U( e9 Y 0,0,GetSystemMetrics(SM_CXSCREEN),9 J/ y6 ?. d f6 U+ S( ] GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL); 4 ~7 c% d6 p' e* }+ B if(!hwnd) return FALSE; % P( x! N, U: o2 n ShowWindow(hwnd,nCmdShow); // 显示窗口;: S- y8 c$ ~/ B( B1 Y+ Q UpdateWindow(hwnd); // 更新窗口; / t! F8 b$ X$ h# i $ L! [% C' F3 j SetTimer(hwnd,1,30,NULL); $ V" w4 r1 {; s4 c. w" m 9 U: |! r! f/ b) B# ?) ] return TRUE; 6 p8 }7 t* V. Z, n. K) Y u4 `} " q8 y" z! {7 @( O3 l5 g% W) x/ s& i: O+ j6 d LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) , H. B- [; ^3 d. f8 J+ S0 I( o{ % k4 ]1 r7 Y# y1 V$ F0 W switch(message), W/ _% f' f2 X. ^ { & l5 q8 l+ R& o/ B: k/ m! F, Q5 M case WM_TIMER: ! Q" V- e6 J/ p8 d1 d, L; w9 h9 w lpDDSPrimary->Flip( NULL, 0 ); % y: g* x6 J* ` break; 0 w. U2 L! z, A9 e( y* W + {4 m8 V) x# e2 U$ N0 {1 O& ?* ^ case WM_KEYDOWN: // 如果击键; 2 G) L5 J) a a R6 p switch(wParam) / T; M1 I' o1 R1 \" @+ f { * V( T1 z/ U3 z; W7 Q case VK_UP:$ e6 I0 ]3 s8 P4 [ Hero.Way=3; ; |9 L l/ d; Y& y! V" `( } if (SY<=0 && Hero.y<=240) //往上走 - E( {& D# H- z- {0 { { 9 \5 Q5 F" \" K SY=old_SY; " d4 |5 S+ w( V8 y% T9 d Hero.y-=speed; # S9 q) Y- I1 c, o) B- R } ' u: \+ w. p) ^4 Z else if(SY>=MAP_Y-48 && Hero.y>=240) ' B3 l. @8 J; g- z9 U: ` {. z1 f5 S4 p# z6 ^2 B9 f SY=old_SY;* J' D" |$ V% x, u) J6 m9 F9 ?5 { Hero.y-=speed;! Q5 A, I9 W# y- p* [" Q- w0 h }* h5 J) h! D, J/ k. U: [+ z else SY--; , M; W6 P" U+ W: o# E+ Y : P$ I( D3 ^. Y8 k! o* e break; 6 k$ E- o% x- B$ \! e" d ( c( D5 q3 _2 `9 C case VK_DOWN: ( r0 K) i: D& `, S! i! y Hero.Way=0; 2 F2 G6 k* B5 ^7 ~/ o% d if (SY>MAP_Y-48 && Hero.y>=240) //往下走 ' T+ H) e5 s( n! C1 V# K {2 Z4 R! V2 a5 a# O' ~ SY=old_SY; - t5 D: f9 p7 U Hero.y+=speed;( C3 w8 V$ Y7 A* Y } , W+ _& k1 b6 o$ w else if (SY<=0 && Hero.y<=240) " n/ C" ~5 r0 ^ { ' I/ l% ?7 y. R) {& K SY=old_SY; 8 z& S3 E: l. P9 r% C* p Hero.y+=speed;6 o% S1 ?3 P; P5 y } " j! Z# B& ]$ q5 ~6 N( ^ else SY++;6 h/ b& \. |* `3 h ' j- O* Z' E& I. V$ W5 B$ ~ break; . A% ]* s) |& ~1 W! [ 3 H, ] Y& {1 Y. c8 M# j! x' w4 C+ L case VK_LEFT: ) m! a4 a2 D# k8 D- m2 R& e9 O Hero.Way=1; $ t, @3 y4 ]& t& T if (SX<=0 && Hero.x<=320) //往左边走 `! B* t, E& t- s+ D { % w4 P. Y& _" Y8 v0 P& G SX=old_SX;4 ]. ~# Y# O. [+ F; t Hero.x-=speed;: k) t1 b2 | c; C# ?% @ } , f C- e9 ?* L9 O else if (SX>=MAP_X-32 && Hero.x>=320)! M, W! T# {7 J { 6 d3 N1 J3 C8 s1 b% K- i+ b& z SX=old_SX;1 U. g3 a2 Q* r Hero.x-=speed; 8 a2 Q7 t$ B1 d. m4 e }! Z# m# Z. S6 o. j3 w0 n( E else SX--;! A: v/ s( ^ O , \* I7 U6 L; g7 O, \, \ break; 4 G! w) }9 s) M+ ~; @9 H % V9 A+ ]' P0 s1 a1 B3 |* Q 7 W0 L; i' [7 n2 f, i" q, L* U { case VK_RIGHT:8 B( Q5 B. e1 ^8 V( X Hero.Way=2;- W0 {, i( e- l+ D9 O; |( r% Q# }. z if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 * `, C- ^7 P& |) ? V/ N( b' Q { " o, D8 f# N3 T SX=old_SX;5 }, C' W4 p' v, l# v5 w Hero.x+=speed; ! F* {# h4 a' l$ @' F k. {+ @ } ) U8 z7 W" y) |* E1 v7 C, q else if (SX<=0 && Hero.x<=320) 1 ^0 O2 p- r" r* i8 }6 Q { w, |7 H% O8 X5 G. b N. C SX=old_SX; 7 ~6 r7 P/ X1 D* t' y% U9 V0 L- z2 I Hero.x+=speed; 0 T# U6 ^& l, ?+ f6 e t } , A$ h# E" W- A: p4 \. @7 D else SX++;5 ~7 |) ?8 A3 V 6 c+ o ~3 Z9 K0 @ break; & n5 n+ ?7 Y6 V# r' @* a. a5 c. g } : |5 E7 I6 J8 {: D7 ?9 |5 ~ 0 T- i z1 p( E" [% p `7 S) L; X# [2 w2 ^( [, T, M Hero.Stats++; 4 A# [9 ]. i/ C) d% s if( Hero.Stats>=3 ) Hero.Stats=0; ; p# E& y5 M) v3 O8 M( | # W$ V4 c" ]# f# D e$ G4 V break; - p$ B, i, u! k8 l3 ]* K : f. U3 X1 {: v, Q9 F* a case WM_DESTROY: // 退出消息循环; 9 r ?4 Q: e( H6 l8 ~* ~" W Cleanup();% z( K; ~' o$ ~* i( o PostQuitMessage(0);/ u3 A9 n( Q7 W- T break; 6 n7 e+ @# n$ J5 s& ^: h: ? } ) {( F- c" i7 h2 p. K( f // 调用缺省消息处理过程;/ n5 E' ?6 @- Q, ~ return DefWindowProc(hWnd,message,wParam,lParam); ! b7 ?# ^2 x2 _/ C$ U} ) `( B3 v/ P L, p 0 |" U2 e4 j' K! P0 }6 z5 _" B* R4 P// 本程序的最核心内容,即DirectDraw的基本功能与用法; % Z2 B+ s1 o" G% F2 v3 e$ UBOOL InitDDraw(void) 5 B! r% q$ v Q& p8 M { ^* U& [. P9 q% g/ Y, p DDSURFACEDESC ddsd; / O% J: m* H( J1 V" q L HDC hdc; & ~% u$ P( D1 ~; U7 O; L; U3 v DDSCAPS ddscaps;0 u- D: u3 @7 M6 s$ a; o // 创建DirectDraw对象; 1 w# L0 q' Q! Q6 z if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;4 y2 r7 y+ X0 K$ ?" Q- N7 e: Q* a! y // 设置为全屏模式; . J/ l- ^! T2 N% X+ N4 c( _/ s if (lpDD->SetCooperativeLevel(GetActiveWindow(), 4 o6 Z5 F! {. r9 U DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) 7 n. u* H5 |; J# ]: j# L/ Q return FALSE;8 {4 a1 t5 ?" [ // 设置显示模式;' P1 S/ f; ~; i* X0 P; ^* k if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; 2 g( I9 N, O* }$ E- k4 i // 设置主页面信息; & H: R+ E* c* E, W# f+ r3 E ddsd.dwSize=sizeof(ddsd); $ }* t! j2 A& B+ N9 {2 t/ ^4 H ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ( z; S4 O* w4 U/ {; g k ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | 8 x" @+ F# B& G6 w DDSCAPS_FLIP |1 c1 R" p# }+ J& T) n) `- m6 J DDSCAPS_COMPLEX; 3 ~8 ]+ F# o1 A& v( Q9 k0 ?# ] 3 R3 d) b: R0 Z8 G ddsd.dwBackBufferCount = 1; ! ~ ]# U/ ~2 w' c , W0 U3 o B" [. w // 创建一个表面,类似开辟一块屏幕大小的显示内存;! O8 ~5 F! X( v2 ?3 } if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) 1 N- k0 [3 L- P; r1 A" f% N MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 2 o3 B0 z8 i3 n) n. n! J $ _8 J& n. x0 [9 j# Y) O* H; c ddscaps.dwCaps = DDSCAPS_BACKBUFFER;, E' q' d0 I- {5 _ if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) ; I. Z' s! n) j. k+ [3 _2 k MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);, t- N; W% X, t4 i- q& [0 k0 t! | t4 M- f$ t+ {! o, {9 ?: P lpBK = bitmap_surface("map1.bmp"); ' D2 W t2 I7 {. }% }! s lplogo = bitmap_surface("logo.bmp"); : k( n+ g7 c2 x) l; ? lphays = bitmap_surface("hays.bmp");& F/ s" t7 S" M1 J0 Y& e. n$ Y lpPlayer = bitmap_surface("PLAYER.bmp"); ( F$ Q4 M1 H* E ]$ {. o+ U9 p: }) X DDSetColorKey(lpPlayer,RGB(255,238,187));2 [# F6 Y- z! R5 y3 E # a. i! L f7 q9 M1 ?+ } return TRUE;& `' e- D0 p9 C; P8 a2 D V }2 k" e2 I0 {) e) n/ v / C L2 @7 |. S5 C void Cleanup(void)9 y/ M; ^7 Z5 Y- U% J2 H2 h2 t6 v) B {& l7 g0 ^) K% J# [3 d# y: r . h- ]3 @6 ^6 L! c0 n1 C7 R! [ SafeRelease(lpBK); # t* ~& z" Q6 x SafeRelease(lpPlayer); & x! N8 k% y2 C, Q* e" ^ SafeRelease(lpPlayer); ^# r2 B7 ~3 q$ W8 ? SafeRelease(lpDDSBack); * } |) c8 [8 n& S; h. l SafeRelease(lpDD);* H6 [0 j8 f0 x5 O SafeRelease(lplogo); / I7 E" o$ P3 [. y7 ? l ; Q9 H4 \; g9 W% f, Q0 f8 ~. m}8 V! H! R K7 X5 H " b* r6 D& @2 L // Windows的主工作函数,类似Dos下Turbo C编程的main(); : U3 |8 ^: _0 Y p4 A7 `int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, 3 W" o/ u& I! I3 f; p5 e' }" _& x$ C- q LPSTR lpCmdLine,int nCmdShow): ~5 d6 O* a& p {6 C( I' a8 ~+ T* U$ v) H MSG msg; 7 C+ n+ x5 d- O6 i' I7 c3 E6 x . [" S& X& x9 h; H% e3 ]* k // 初始化主窗口; + M0 J6 ?+ y' V, h0 n# d if (!InitWindow(hInstance,nCmdShow)) return FALSE;' {9 u- [! c! e/ n9 f. r5 t* A1 b ( s* F$ Z9 {# T$ y& H // 初始化DirectDraw环境,并实现DirectDraw功能; 2 |1 W4 P2 c4 M) }) O if (!InitDDraw()) 3 l! s: U9 [, Y( z {+ t6 w% `( i+ d& T5 u MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",+ H( t/ j2 d( f4 X7 S3 S# q. ] "Error",MB_OK);7 D: @7 }+ s/ f+ y void Cleanup();; U5 p) O- k: q8 n# x S DestroyWindow(GetActiveWindow());7 I$ I' y* t' ]7 d return FALSE;6 S* t1 O6 |' [ ^ } # n, Z( N5 e% f9 m9 X7 G Gamehead(); 8 k: Q' Z+ P7 h M3 L K/ J1 i5 w // 进入消息循环;. e( o9 |4 i! P( S while(1) 6 K U9 m3 K8 v! U9 e {& G( o n& f" x* x. e( \ if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) ' C3 x5 g |- F$ H( s+ L {1 N7 u# a2 r" B& J$ s x N if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; / p! w$ t5 M( e+ c9 X- n TranslateMessage(&msg); 8 l$ m9 h; I; t6 A% n; V: K! t DispatchMessage(&msg); - G; @* L% d7 y' Z* j' v }" c9 p) ^- q; U9 D0 q& A else, k! z% t+ W1 y4 o( L% ~7 M0 p MainLoop(); {, w9 T5 T" T! i } ) K6 o) E8 @9 } return msg.wParam;) q& G& ] X. D" n0 m( z$ Z2 T9 [ }( k$ V: ?# x# M5 X/ Z7 E1 Q & a' o* a: s( e* ]5 z & Z8 U0 p e# ^* H7 j1 r//游戏需要用到的函数 P0 \0 B0 B9 I6 Z' X ( q7 ?& P3 l6 Y7 v# N& ]2 S' K $ N9 _5 j$ A7 {* D; j0 G; z; A( u4 W4 g- L void Gamehead()5 x0 A& o3 `% r5 } { ( X. Y; X6 Y7 J. t7 P% z) c- h1 k RECT rect1={0,0,178,145}; R5 c( o* d1 d" y, i. y! I- t int x=80,y=100;, {. d5 r/ l. ^6 o" F int i;7 o5 A% V6 H1 Q% U+ S2 C& Y5 t& ` " ^7 p. ~" u2 r' H: Y1 i% L lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);1 q& N2 G8 i' _4 C% U 3 q% r @/ p' {; ?6 Q for (i=0;i<6;i++)4 b0 G% c7 p4 G0 J5 W7 E { ( B; Y" _* C8 ?- t& U7 {2 { rect1=GetRect(i*65,0,i*65+65,202);7 l+ f2 p% q2 t* h lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);, ^4 o2 |% t4 A" E" Q: c Delay(500); % z( X4 W z6 b+ {' Q) V }" M) K8 a. a( ?4 c+ f, W0 y- w5 } 9 B4 [6 t% T7 X$ | Delay(3000); K' k: `. o6 M8 _9 G } f. d& [! c/ c" X- u1 @# i3 F7 W! ^- {3 ^ void BackGround() //画地图 $ |2 z& c. F4 k# U{- J" A$ Q0 ^+ L9 q( ? int i,j;5 w4 X0 M& O2 i3 {7 f* {* N for (i=SY;i5 u6 G) ], o: K5 u& B for (j=SX;j# Q7 N+ N" X: u. n if (MAP[j]==1) & ?2 T; z& I4 A/ B; T! ]- j) V { , K4 J) K2 B; x8 t9 d# Q, r) s rect=GetRect(0,0,32,32); 7 Y0 n' d' m5 a! I/ L; V$ F2 K, h: C lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);' C: N! Z. A0 _! W } # q. B$ n: W# z8 G+ P2 H# l& Y else/ J' }" F) E) c$ ]; b: _. p { " Y; Z4 Y" @- A3 T/ X rect=GetRect(0,32,32,64);$ I2 ~$ P, w2 X9 v0 u( Z& j2 d5 M; |1 Y lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); 0 K. [6 Q. I5 _2 ~% N }7 N( s' [+ \5 R } f Q: |/ [" {7 a' j 3 z5 ]7 A2 h5 _6 v5 n9 v/ P RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 . J# n$ P7 K: o/ D" V( l% c{ 4 }8 C6 e9 l* B RECT TempRect={x1,y1,x2,y2}; $ B3 U8 @+ ~( _" u return TempRect; 3 a) x! a6 d5 ?5 ?% U9 ~ g} ; @( y9 e0 N7 T9 M7 S5 x8 q9 r % x& i. n5 A: p e- s. rvoid MainLoop() //游戏循环 9 E; G) ]# A% F9 h {7 t3 L( R( I' x2 L. w4 w BackGround();1 b( h' K. V3 F& \0 S! v RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};' d0 X. y# \% X/ Z5 H, E lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); 6 |& f( ]; n& F$ g. K C. i( ~% N0 N5 f8 i* g- g if( Hero.x<0 ) Hero.x=0;- Q. v( V5 v1 |& j' w if( Hero.x>640-32 ) Hero.x=640-32;6 Z8 B. v/ g2 o Q; A if( Hero.y<0 ) Hero.y=0;, ?3 O( I* B M1 ? if( Hero.y>480-48 ) Hero.y=480-48;/ Q/ B3 N5 R8 N1 E9 ?- x3 i3 D ; _' ~- [3 |4 [) U Hero.old_x=Hero.x; ( g) F2 |4 c3 _& O( `2 i2 _0 H Hero.old_y=Hero.y; . O# E% u, i, ~* Q& F old_SX = SX; old_SY = SY; $ I9 o1 a/ r& a1 d} : A' X. ?8 b' I! m" a8 k h; V. G( {7 p" I1 X, t ! [ H- G' B5 m6 @ void Delay(long time) //时间函数 : T# z( a( z" I* ^; \ d; l {0 ~0 O+ r8 {* H9 K8 ?: t s. } static long old_clock, new_clock; //延时变量2 `0 _& B; w# ~ new_clock=old_clock=GetTickCount();7 L! @0 Q# c& O+ J2 J; ^ while( new_clock < old_clock + time ) . |) m' ?* O& b! Q# a( X. Q { ' | B1 U# r2 y. ^ new_clock=GetTickCount(); 2 k" g: g6 x* v8 R } & [5 M7 y& G1 V6 _1 J8 C2 s}! g m1 h; [* W \( } * O, r* ~6 b8 K( `1 {% M7 b# b6 r% M 1 s& b* l, [" \ * f; K- L; z3 L: u, U3 S5 \; x$ C//下面是dx相关的函数 0 a1 @, P+ m7 h2 ELPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 5 c4 Y) D, V+ U. S" y$ M1 w% C& ~ { $ @4 U5 z2 M n( [; { HDC hdc;+ D+ X G. I; d) m- t0 B+ P HBITMAP bit;: N% D' n, O7 O LPDIRECTDRAWSURFACE surf;1 }- r' e6 y7 ~4 a3 j2 W( A7 \ / q: x, y3 r7 T& [ ' p1 q& ^: y; A W & p7 G) X4 k+ _- F, v bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, , f7 t2 I/ D: E. n* H6 c; q6 C LR_DEFAULTSIZE|LR_LOADFROMFILE); % f' ^# W! z3 Q6 o4 d5 v if (!bit) * j' B' f$ Z5 t 5 h* |8 @+ m( r7 d9 o: C' W( m9 P" B k* y0 X% | ^5 x ( C. e$ W) o1 j! b return NULL; 7 o7 | S2 u h 8 [ F& z6 I7 j; z5 L5 L + U% m$ d: C! Q, ~& y5 j# b ) K( T# H' R$ @: J) T BITMAP bitmap; 7 n K/ W& ]6 h0 y. U# W# u GetObject( bit, sizeof(BITMAP), &bitmap );, C, y' Y( }8 [# J+ o" w# i) L int surf_width=bitmap.bmWidth; H) p0 s9 w: M9 T int surf_height=bitmap.bmHeight;5 {+ Q V4 c4 `$ s+ t# I: ]$ U; g , X' R0 g% T* X , N% u; ~7 H& H1 C1 h* L; ~& v ; h4 z) K2 p( a+ H) j HRESULT ddrval; # I# l- d& |# D: z0 ~( R DDSURFACEDESC ddsd; ' D* h5 g4 ? c5 e& O ZeroMemory(&ddsd,sizeof(ddsd)); 2 U; ]! a5 } i5 j. X$ z# X R) W ddsd.dwSize = sizeof(ddsd); : s# l; N6 R% q ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;+ j# s( r! \. V& ^0 v- h ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; ' c. |, ]! I6 E( J' u ddsd.dwWidth = surf_width; 2 g2 ]$ c1 T$ h1 v ddsd.dwHeight = surf_height; 2 B, i3 `4 m0 F/ s1 i" p8 J - H9 k" L# C" E9 l- d- E% M( c1 G/ v; T' g8 M1 Z9 m / m7 {; s2 C6 C' i& @* _ ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); ' S3 T1 p: {3 k! T! | s( p& k$ z& l( e 0 h- k9 f: u, }$ T1 T Y' J if (ddrval!=DD_OK) {2 |8 a( p7 M) q. Z 4 k- R/ U: T/ I 8 T5 ^% d2 R' {! e" c1 }1 V DeleteObject(bit); 4 @( m6 R0 ?% t6 a return NULL; ! G! Z# z d* b8 d% R9 F ! j8 }0 D. G. a! }4 x } else {2 z( D8 |7 p; S n: {0 t : U8 d9 z" [3 k $ T4 C5 L) n% O1 ~ surf->GetDC(&hdc);$ ]$ p- {8 `8 u # ]1 w! t% k: K7 l6 M/ l4 {/ V! u4 z9 l C I+ K* `( [+ W: _7 t HDC bit_dc=CreateCompatibleDC(hdc); ' N: P2 {, b3 L0 l- L' N ) d8 \1 J) V' H/ }# ?1 K1 `! Q/ B' T; K2 O8 j3 j h& ^" ? SelectObject(bit_dc,bit); 9 b1 s7 `; k& Y: @. M BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);/ ^- X( [: D0 p# X3 c 6 i8 o3 [0 N5 j/ S) l 4 l1 d: g2 q: v) q, B6 v surf->ReleaseDC(hdc); ; T9 s: b) [* Q% }8 r DeleteDC(bit_dc);7 `7 _3 v" u# G4 h } - x+ I) P: C4 u ]( |4 j# s( X " ~% j& x2 I4 \: m I% P* H- a 8 Q0 c5 w% z0 e3 x' x* p* E& I# x( L DeleteObject(bit);; e* i: n1 D- V6 R! I( M 6 e) m: C9 P5 Y' a* g; ]/ a" }, M( J1 P4 H" q0 r. h/ a5 a! x return surf; - U. x `7 n- H} 2 a; J* u, {# I' c; w5 a9 m# Q% f 0 C$ d9 E5 H" J M" u& u- D3 x. | ' ~+ ^: c( g7 A3 L1 b7 h5 S* J8 l; H9 W1 @+ Y DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 & l- l, A5 L9 J9 i: \8 w) C { ( I5 ^ g' V4 q- p% b& \! j. f COLORREF rgbT; * r9 N$ s& Z3 ` g0 u3 e HDC hdc;: L* j& h6 {: L9 I, J& ], q DWORD dw = CLR_INVALID; % {* J5 r! O' a. v DDSURFACEDESC ddsd; ! f" b5 f5 N* u! I: l- l HRESULT hres;* h1 a) m( r! Q& L5 F/ q4 { Q9 I " G2 x8 ?; U, F8 ` // 0 }% w- p& R3 W% E // use GDI SetPixel to color match for us8 f# t1 T8 m' F ?3 \* S // / x+ @. @/ u! s* _9 |4 _ if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) & a' j8 w( j4 \* Q4 o. H5 u {2 L9 V3 N+ I2 [9 C rgbT = GetPixel(hdc, 0, 0); // save current pixel value # C: |' B" M9 H6 }+ f8 e SetPixel(hdc, 0, 0, rgb); // set our value4 u/ u4 o: {6 C: z2 s pdds->ReleaseDC(hdc); & @5 ~7 L9 y4 a- `# ?5 I% K }" `- s. W( J( j) w4 L. h" F' e - [2 s& ?6 \' a" [6 c( Z' G //" l% k/ a# U3 U4 k // now lock the surface so we can read back the converted color $ f* {) ~8 M$ j( q( D7 `6 J // ) y9 ^+ D& J; W. a% O) U ddsd.dwSize = sizeof(ddsd);# F# l( H8 ~. E% G while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) ) |" z# T8 J# }, y$ D ;2 G8 e8 B( _/ q$ \% a* K2 l 4 b9 q( _* G/ G8 ~ if (hres == DD_OK)& _5 w+ Y0 C1 G6 k { 9 s" e( g% e& b dw = *(DWORD *)ddsd.lpSurface; // get DWORD 8 ~; J7 @% |% i/ @/ i dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp & O* L+ A) A+ o( s6 g) B& K+ G pdds->Unlock(NULL); & n4 E4 R$ R2 H5 S. h0 |% _* ] }+ x: Q2 {$ C1 c% m& J: a6 n % v* l1 }( f$ ~( a //; j& a# G6 |- A7 y2 E // now put the color that was there back. ' c8 r% M: L( `+ K$ V/ [1 ] //5 x/ U8 g8 p6 J0 i { if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) $ T( N4 Q+ e- y! Q; d {( @5 D7 {3 o) d& N+ q0 k SetPixel(hdc, 0, 0, rgbT);. a: [/ Y* R8 r9 ]7 S8 n pdds->ReleaseDC(hdc); & h9 v$ `, b2 i7 Q } 5 B- [+ m$ V) U' ]1 O- j+ S0 ^3 o% I9 Y+ m1 N$ N. p9 R: W return dw; " X' I# s& W. e; H* y" U! K* z& s7 \} " X% x8 i, j( C4 V! h$ x . A P$ y/ K3 e6 p: e/* . l" m' w0 e* s: I5 w * DDSetColorKey - S4 ]; A' n/ v* X* s, n * $ `- ~# {# H+ l) N4 c& b! w* B7 M5 j * set a color key for a surface, given a RGB.1 ~/ \% B" ]& T4 o' p$ a# M * if you pass CLR_INVALID as the color key, the pixel9 c8 Z4 g1 @$ b* m * in the upper-left corner will be used. " P9 r. l4 N) z, K */ $ X, `5 I8 ?+ z2 R) SHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 $ Y" M7 f% _2 P. c4 y { ! W# L7 J0 ~/ d, n* `0 I( }2 [5 | DDCOLORKEY ddck;" i7 W6 A. w3 B m9 ] & F) b- e; B( b7 M+ X ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);' h7 ~; Z3 j f7 f# ~# a6 r ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; ; k+ G2 m) G/ Y2 ~4 U1 Y return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);5 f3 E" _8 l; U8 F( f; l* m }, f* A2 o4 H8 i" ^7 Z! J1 B/ `+ ^7 M 9 A5 S% s5 d! c* B" j4 r% Z, F b7 H0 y ) `7 m8 \+ e' G) r8 b, W: B4 S: W& o 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!/ Q5 p# |: \/ y* `/ o; g 游戏下载地址 hays2002.51.net/game1.rar) ]) X# @1 o( x5 O6 [
作者: 游侠无极限    时间: 2004-4-8 20:54
干什么的?走迷宫?
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还有,代码中混杂英语和中文注译,我怀疑英文部分不是你原创
作者: hzzh    时间: 2004-4-9 16:15
楼主牛,我一小时只能读懂程序结构和实现方法。5 `  i/ i" Z3 {3 j; N- j' f# e
不过void Delay(long time) 函数有问题,把CPU时间都白白吃光了,应该改成Sleep()
作者: yzhlinux    时间: 2004-4-9 19:35
不是吧,这样的程序都叫"最"简单了啊,我看来都是在写白痴程序了
作者: hays2002    时间: 2004-4-10 15:23
绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
作者: yzhlinux    时间: 2004-4-10 21:36
以下是引用hays2002在2004-4-10 15:23:06的发言:/ G5 W* T) A; D' F* E
绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
% P# p# c0 C  v
延时还有比Sleep(int)更好的吗?不浪费cpy啊,你用循环来拖延真是大胆创新啊
作者: 游侠无极限    时间: 2004-4-11 15:59
循环延时有是有的,不过会造成不同配置上的延时的不一致( @4 K  ~" ~. k9 Q8 X
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再问一次,这个游戏到底是游的什么???
作者: 男人    时间: 2004-4-12 16:21
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作者: hzzh    时间: 2004-4-12 16:58
以下是引用hays2002在2004-4-10 15:23:06的发言:
; t2 H: X  |$ Q/ g& c绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
7 F; M: k& ]1 c
void Delay(long time)   确实可以用来延时,而且延时也比较准,但是Delay()是用CPU满负荷运行换来的。
2 |& r) ]- }2 f( Y4 |在你的程序中把Delay(long time) 换成  Sleep(long time) ,然后看看CPU的负荷就知道了。
5 @2 M  o/ y# N4 p( `; S# z按理说能够在一小时内编出这个游戏的人不会不知道考虑CPU效率的,除非你喜欢让CPU发烧。
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作者: 唐明    时间: 2004-5-8 19:31
timeSetEvent 这个winAPI来定时不是更好马,毫秒精度应该也可以了
' [1 D% a+ W* N+ ^6 N另外好像是用mfc还是什么的,mfc总是把我盟在雇里6 w, h" y1 \& f. K9 x

作者: qztx    时间: 2005-6-6 18:09
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作者: Eagle    时间: 2005-6-7 08:45
楼主的编码风格真好,一会用C++的风格,一会儿用C的风格,不知道楼主是不是学这两种语言的时候走火入魔了。




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