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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 4 f- q. |+ D+ F9 h" R #include // DirectDraw所使用的头文件;. m D- m3 \8 L% G( J" Z& W #define MAP_X 64- L' T# O y" C8 q+ h #define MAP_Y 48! D7 j5 ^5 |6 P; b // 变量、声明函数; ! l" u3 c5 _& ?6 i: x R" |LPDIRECTDRAW lpDD; // DirectDraw对象;- F) q/ K$ J; x1 i( ] LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 : n. p+ g% j7 I hLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 8 e* w7 z1 F6 Z/ ?9 cLPDIRECTDRAWSURFACE lpBK; //地图页面 ) ]) y% O. c$ a; o, d" X, jLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 . G8 ~5 o1 @8 ^9 ~, e" @+ Q+ x% zLPDIRECTDRAWSURFACE lplogo; //logo页面 & _6 D# s3 t O3 tLPDIRECTDRAWSURFACE lphays; //海斯 4 F: H" q- A5 l6 A' ]* ^) X+ n % L. r9 Q& r: ?* ~int MAP[MAP_Y][MAP_X]={ ) f6 W! \& f5 \5 T6 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}, ) u! }. V' p1 k3 _" [! t% n {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},: {6 W& U" z; L. I: K) n# |. i! M6 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}, : t9 E( M5 O7 r' H5 z0 H{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},, }* B/ W$ D5 R8 e9 p" _ {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}, 4 u r* n* d7 z0 f. n{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}, 4 d6 `. u* D" ~. e: \{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}, $ T9 Y3 s0 y5 s' S# e{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}, & r4 D) B. A- i/ T( n% J; h{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}, 6 ~8 J7 Y1 e) N* q% ?( Q5 C{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}, " I$ Z+ I7 d, C+ L{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},( Y: p* E& ]& e {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},$ ]1 ?, M9 Q8 P, g- B {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},2 q, j9 R% [: W" g' 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}, " d: d7 e' ~2 D! v1 ^( f$ f: C8 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},( q' E# W$ }8 K4 w& ^4 w {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}, 9 A% \$ e/ p0 o) 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}, x- |2 n- e8 j0 D% p5 z5 b. 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},) i8 R% E6 a% |9 m. Z8 p1 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}, ; P' p* e$ g# j4 q' l; k{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}, ! F4 S4 J4 q) U9 Q: m" l. 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}, ! r3 j/ H' ]: K7 u" u S0 y{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}, - Y$ V+ ?$ }# s! G' W* _& 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},* q# N/ ^" D, `3 s4 _7 L: W: 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}};' P5 K8 E0 y0 o0 W - h7 `+ z2 ~+ l8 t ' ]! ^" I3 Z6 d& Q& x0 wint SX=0,SY=0; //地图坐标 , z( ^+ p8 R- T- b5 w* c3 R% M: ^( _ int old_SX=0,old_SY=0;+ p/ H- M& C7 o8 L0 f7 b* X 2 k) Q. ]1 b o* G RECT rect; //blt用的巨型 0 u [' J' f v int speed=10;) E) ]; l9 g6 \" N$ k # {. e! |" X* D9 gtypedef struct{! h5 o$ t; E& r: V# p5 N v! k int x,y; //当前坐标 5 j. J' @" [7 N& m3 U/ Vint old_x,old_y; //旧的坐标7 h: _% @( ^( r' W. ^" N int Way; //方向 3 y# a6 O! F; e- g! Xint Stats; //状态 ) u" g: ]% x: i0 Y}Role; ) z" v9 \4 m/ Q 1 G5 {3 c/ i6 W$ t, w, iRole Hero={1, 5 P x$ [3 L, ?- s' [/ v 1, + Q" h3 T7 l! a4 d/ J 0,1 T* U/ p6 h) ]; l' s" d 0,& l4 `8 w% G+ g 0};% K9 b4 f9 {3 k# I9 b; y, N . n" u/ h6 d9 ]: g/ ~; ~+ {# C) J1 M$ `& d, U' D : D) {3 F1 b" s! q; T ; S7 D, ^ T8 t% n# M ! z3 h; V* @% r+ A+ H//函数声明列表- j7 v! z4 U: [: ~ * T# H k& H4 J+ t2 \RECT GetRect(int x1,int y1,int x2,int y2);, e) o3 [- w h; z* T% K' m$ h! G void MainLoop();7 E+ q" T3 I; |; k3 N; ~3 i1 I A! F void Gamehead(); $ A3 S1 u6 H. ]$ z8 H8 Hvoid BackGround(); 4 c* D" f t- S* j: TLPDIRECTDRAWSURFACE bitmap_surface(char* file_name); : M0 [7 Z7 \ N# U/ aDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);% R1 q6 X: C6 X! s* b+ }! x/ Z/ C HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);6 E; s1 K- @. M# R( ^) ^ LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); 0 G1 P+ `# h2 s# ^! O' v" Nvoid Delay(long time); //时间函数 p# \+ k9 y! y( h* QBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; 8 y) m3 F# u1 M. v2 O5 [ sBOOL InitDDraw(void); // 初始化DirectDraw并且打印字& s$ p3 _8 l6 O2 _) |6 t5 R' y0 h #define SafeRelease(x) if (x) { x->Release(); x=NULL; }7 w. ^: v" p2 W- g+ N void Cleanup(void); // 卸载DirectDraw函数;4 I8 |) J- V* o' Q4 D. a * w+ [2 L% o& M+ B2 m" d " u v# l! q, K( o . o: H) N3 r( U1 e* B& pBOOL InitWindow(HINSTANCE hInstance, int nCmdShow) ) o, M. @3 |% w1 u5 Q; b{ $ B9 ?0 n! Z/ i z: `- b HWND hwnd; // 窗口句柄;* T3 B. R; f- F1 q WNDCLASS wcex; // 窗口类结构; 0 q. A4 A! t0 m# t . g5 } C7 B, C% ^% F6 d // 设置窗口类结构;6 Z' ~+ a/ T0 x5 D* t3 f+ p wcex.style=0; // 风格;: o7 s' ]7 `# Y2 D wcex.lpfnWndProc=WinProc; // 窗口处理程序; 1 h" s5 J: _. L wcex.cbClsExtra=0; // 扩充风格; 0 C! A' O! X; `+ `8 k \# j wcex.cbWndExtra=0; // 扩充程序; % d3 K+ H: W& b1 X+ G4 W) k wcex.hInstance=hInstance; // 应用程序hInstance句柄;" O* @: ]( {- G8 N8 G% q& U# u9 W: v/ [ wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;- z, @) }( z* Y# i/ `/ ^ wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;6 i5 [ Y8 e+ @6 f: e0 |% D wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;( P/ B; g" o- m+ l! t wcex.lpszMenuName=NULL; // 窗口目录; $ f1 I3 c1 s; y* j$ [, E wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 9 s% j! v% B! J' b" b& Z // 注册窗口类; 5 D+ K# u( m; p5 L RegisterClass(&wcex); 3 B4 Q- v3 N& Z* `$ N1 z% h- E0 E // 创建主窗口;4 h% {) X3 {9 b4 z5 Y hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,* A) D5 l. D5 A& @) h 0,0,GetSystemMetrics(SM_CXSCREEN), 2 p4 F# U0 z7 A+ F% |8 }0 e GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL); * p3 J4 F0 b1 h) q- b/ L. B if(!hwnd) return FALSE; # l% k2 I5 K) W9 m- G) w ShowWindow(hwnd,nCmdShow); // 显示窗口; ! m! Z1 H! N V UpdateWindow(hwnd); // 更新窗口; + p; P9 y" t6 \* `5 D + W4 A* l: X( C" A" z! y+ A SetTimer(hwnd,1,30,NULL);& W; Z! M) e) c. Y. K9 Q' \ ; }" ~ |! n- N: A: T return TRUE;* i+ F4 a+ c* d+ w }' G, F3 Q9 _7 `6 K& M m5 i, a9 R7 M4 h0 r; M* }- @4 g LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)& b2 l. O$ g1 Y+ t {/ A; L5 C9 \: D# E) _: A' E3 i switch(message): m$ t8 q0 c: W& b9 L# }9 { { 8 m) D) ]+ K* b/ m. D. p case WM_TIMER:5 A, {5 [$ L9 W2 L! ] lpDDSPrimary->Flip( NULL, 0 ); 8 v) } ~/ v9 b* n# M4 B' K/ i break;0 I% G0 k' l& Z ! P8 J0 O! ?, w3 O7 S case WM_KEYDOWN: // 如果击键;* n% ^* ?: b$ `% `4 Z- j switch(wParam) 5 z1 I8 e6 p+ o. m- x4 ~/ r% ]" Z { " m% z; P3 e% ]# p n% W case VK_UP:7 r/ ^/ n0 A7 t Hero.Way=3; : w! t, M' b* \& O5 C if (SY<=0 && Hero.y<=240) //往上走 + x4 l- J. S0 C, A {: L! t9 \6 Q# j8 w SY=old_SY;# r9 }. s' v/ h8 c- q5 G Hero.y-=speed; `2 m+ J* A' v. P; |# P- H }' a7 Q2 l# P, c9 ] _, A else if(SY>=MAP_Y-48 && Hero.y>=240)+ b1 h4 B2 ~; f% Z {( v( J& m% }! h, E SY=old_SY; ) x' H _8 k+ y; L# H! Q) X% \& E Hero.y-=speed;: v( S4 ?. G& O" d; ~; n% Z2 r }2 J T7 n; r' V* M" _2 e( h6 b h+ O else SY--; $ d9 V/ }+ n- e8 \( F+ Q ; D7 g u `$ d9 w- d break;0 U8 f, Q/ E# d , f" A( U% _3 O, K8 A Q- v$ g3 O case VK_DOWN:9 `1 L5 Z# ^, c2 G( m$ I1 U Hero.Way=0; , p" l) Y1 r% |7 @" s& p" G if (SY>MAP_Y-48 && Hero.y>=240) //往下走 + l( q' i+ `- K) k1 D! \8 Q i {3 }2 Q5 i9 r+ ~* A) U- u SY=old_SY; / V7 ^2 [: J, j; R$ w+ e Hero.y+=speed; 7 M3 r# u4 ]2 g: x& \( N } 8 s1 {' ]5 w& k" G& j# q else if (SY<=0 && Hero.y<=240) 5 ^ n# [% a4 o& ~ { 1 B0 ]- ~& z9 T6 |5 U2 E" w SY=old_SY;9 J" T+ k; V1 E Hero.y+=speed;% A5 y& d k" h! |) H) h }, W6 B0 I# ~( T0 F! C; w8 H7 I, i else SY++; ; U) Y2 i) |( e6 z7 ? " e+ d. {' [1 L# `7 M break; 0 m/ T. Y- H) w- h$ W # C5 t. S9 n3 M; r- @* O case VK_LEFT: 4 n9 `4 w( U& T! L, i Hero.Way=1; * F" Z& ^# p) d: S9 U( K' j if (SX<=0 && Hero.x<=320) //往左边走 3 Z& l* F' s0 o, @6 ~% @- {5 Y {/ d0 u9 P) a3 m4 N% x- b' L/ @4 D j/ N SX=old_SX; * }0 \$ O! `3 @. w& w Hero.x-=speed; ! Z( Z. N6 v0 {" i } 7 l% \* Z2 Q9 _7 L# o( z else if (SX>=MAP_X-32 && Hero.x>=320) - @0 u7 B) w( B9 }0 q+ X { 4 L( t) M& |, I% \" C' B: f. t \ SX=old_SX; ' i) R( ^/ E. h! `% D4 A Hero.x-=speed; 9 _2 i3 _0 w& m+ o. B }2 _: |) `: x& d2 H7 ^9 n else SX--; ! s1 w. r& E. w9 y4 K# X$ G $ m+ g }2 f& u2 Q break; 9 a; F' [& B! u3 E& y1 b ( p5 v+ k! W' [$ z: b 3 T& T# A8 m; u. I* ]. I case VK_RIGHT:& w7 T4 g0 r4 b- l! J; O3 k- H Hero.Way=2; ' A' R0 ^ O ^1 W) H1 i' L if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 . B4 {% c u8 J+ h8 H1 }+ J/ K {, r. K0 d3 H& ]( p2 { SX=old_SX;' u& h$ S6 ?: Z" h; `# |4 _) o Hero.x+=speed; ; `' `, x0 t/ U6 X } % N( [% j/ b9 z) ]: m3 _4 @ else if (SX<=0 && Hero.x<=320)3 w0 G$ D& {& F/ c- ]( S { ) `2 {* Z2 W% W9 z; C- ^9 e SX=old_SX; 0 o' f& m& C$ ~0 Z3 e$ ] Hero.x+=speed; , [9 m5 g7 j: G* n) {/ o1 C* h } 0 ~# v, B* J: A else SX++;! \# j- E" n+ ` 3 B7 p- n7 f& I- Y2 t break; ( _9 {2 B% S/ I. n& N } ( e. c. X) w8 Y8 R$ _ : q, D6 Y: B& m8 l) }8 T1 Q 6 M0 d0 Z8 \* @: t Hero.Stats++; . f o1 p5 \& n4 ? if( Hero.Stats>=3 ) Hero.Stats=0;- A' V _3 R9 M + x- [+ X! p% P8 i k; D break;: ^9 m2 q6 n! J ( S/ @2 G/ g' |4 ]) O' J* u, T2 U2 ] case WM_DESTROY: // 退出消息循环; 0 S0 {9 n" C+ G7 ]7 f) J( S Cleanup();" y1 z! R5 a+ l" F' T# E" C PostQuitMessage(0); l$ p2 o6 M& \/ V# v7 E break; 1 p( h1 t: X1 ~. e( K( o } 2 m' y; o6 i3 |1 U+ a+ U8 V1 ? // 调用缺省消息处理过程;. U, M/ m2 _+ k% Y5 a7 O return DefWindowProc(hWnd,message,wParam,lParam);* |) R/ y3 w- \1 F } ; S- Q+ W' s* l6 B3 \) e! ~$ _7 K" `/ e; y( E // 本程序的最核心内容,即DirectDraw的基本功能与用法;+ l, W& v6 @$ ~& Y( K BOOL InitDDraw(void) B/ x& t; g; n3 C{ 5 n6 w, o3 J8 y4 v' x6 I/ \# v DDSURFACEDESC ddsd; ! G: C! _9 m7 ? g) X6 ]+ i; U& a HDC hdc; " r9 a% T; p% Q& B3 ] DDSCAPS ddscaps;4 ?& v; s3 U9 l7 R // 创建DirectDraw对象;7 I0 n' y" }3 Z% I4 p1 O r7 G if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;% x" j- c f0 t$ V9 V8 D" _ // 设置为全屏模式;8 A+ C. [8 m) Z+ A1 [) W6 V6 z if (lpDD->SetCooperativeLevel(GetActiveWindow(), 3 _; k; m- Z. w% f DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)& U) r) q8 F8 u, r# ~( D# C return FALSE; 4 S8 A, F8 W, a! N4 Q( K // 设置显示模式;& r3 e1 k/ A; w% w: F! U3 m if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; : t* b; n9 d+ h# { // 设置主页面信息; ) h1 L3 i/ p8 e% A! O; d ddsd.dwSize=sizeof(ddsd); + C% w; z1 R) ]3 n0 q ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;* d. A& H+ I; a5 n" k ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |- k+ B: \) G% F$ [9 S. T DDSCAPS_FLIP | ; i" c, l2 Y$ P DDSCAPS_COMPLEX; & Y! W7 D/ @. v- X' m ~$ g+ k9 X5 {3 a 2 n8 U2 D/ I; I. f8 `' b5 n ddsd.dwBackBufferCount = 1; 4 t# N1 e5 ^( {$ t8 F5 c: R& T. `. ^ I+ o // 创建一个表面,类似开辟一块屏幕大小的显示内存; + S1 U; z; o9 f3 ]. @" x if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) * z; a, V# l: H& d MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 1 Y' c) i2 n! n' j4 T7 {. d " o; a6 k4 ^) E" @0 D7 N' j ddscaps.dwCaps = DDSCAPS_BACKBUFFER;; s: M% [) q& ], `+ ]: D if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) 9 @" c' E. F* z/ s) L MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);) H$ Q$ x! j; r; [' T8 T 5 B( d; q( N3 N4 ^* q lpBK = bitmap_surface("map1.bmp");8 M+ R6 G" s) s! [& y- W* D* m lplogo = bitmap_surface("logo.bmp"); ' G" p: O4 q1 g' J# x lphays = bitmap_surface("hays.bmp"); & D; L8 m8 _: l4 U) b1 S lpPlayer = bitmap_surface("PLAYER.bmp");- v% `2 W& G+ F" o DDSetColorKey(lpPlayer,RGB(255,238,187));+ `; J8 d' O; v6 O4 ] 3 H, E# o4 n! x' s1 X return TRUE;( H6 s, [% _$ `6 j } A! s4 g9 Y& ~3 m# P% w$ n! \8 q/ d( e void Cleanup(void) , I* p( {- G4 ~5 |2 Q{2 @& T6 ` }# V4 ?5 p + e0 i0 E2 @3 M8 E; P* w SafeRelease(lpBK); 0 t! n( L2 E- l5 ^* H2 i SafeRelease(lpPlayer); & [. E6 S( R8 `' [5 j* s SafeRelease(lpPlayer); 4 w1 n6 n0 `5 I1 a: G; i* V. l2 z7 B SafeRelease(lpDDSBack); ; T( V% @. P$ m$ t- ?2 g SafeRelease(lpDD);; p$ Q! X7 `% z7 g# {: t SafeRelease(lplogo); / }8 P- e$ i; m: _ / q6 Y+ m. C L3 }}4 }5 U3 I$ m8 U- Q: ^ 8 _# |, H: C( P% e. I2 D' {1 u// Windows的主工作函数,类似Dos下Turbo C编程的main();9 l( \9 f3 X" T, f int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,3 o: e. X) e3 f s# B8 n; c7 ? LPSTR lpCmdLine,int nCmdShow) " g2 M6 C# }3 ~3 _0 q1 X0 [{ 5 p" A: R/ T' j% u; _- }" J4 S MSG msg; - l+ e) K, a( f 5 x, I: R. P& ^4 x% \ // 初始化主窗口; 1 `' Q% W" V) o; M6 V& k if (!InitWindow(hInstance,nCmdShow)) return FALSE; 7 `! v# q/ ]: J/ k( N- H " |) U2 @/ R/ [; j e' k. w/ B // 初始化DirectDraw环境,并实现DirectDraw功能; ) f4 i# p- @ G V1 J5 E$ H if (!InitDDraw())% e9 X+ S8 z6 ~. n {! P; Q% i) C7 |$ b- f- @. ~, U MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!", : ?: i) k, K! T5 H "Error",MB_OK); " t0 |( v% a" ` void Cleanup(); . X% p f* t$ m: U DestroyWindow(GetActiveWindow()); 4 k6 i: B! D" \6 q, F" C return FALSE; 6 L* }/ w3 X. M; k. t0 c+ r }" o0 o+ j' p9 H; g9 f# T& B7 j Gamehead();. |) P# Z, q4 f: U) A5 s, T - J( g" c) p( t) I! B // 进入消息循环; 5 |& {( T* Q2 R1 U# F while(1) T3 c2 @4 W W! Y' p o k' {5 } {# w4 h5 K, x- h0 R+ X8 b* z if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) 6 W$ v5 q4 J- N, m. S { ' S$ D i3 N; s! \, E! h7 t if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; |. v& i8 f1 L9 }& P. L TranslateMessage(&msg); ! E% a& v: H8 a! u' ^" m DispatchMessage(&msg); 1 \2 c& [2 _5 U! D, R5 k. e" h/ } }6 L# W6 T% f- r6 P- T% ^# m& g else* t+ f' F# {' E4 W) Z1 r$ N MainLoop(); 7 N2 L6 e- V! |5 S9 V } 4 _ w8 ]" A5 ` p: P- ~0 ` return msg.wParam;5 z. E3 }: ]! T o, x9 f }. K5 q* `( ?: S! d 6 \: A$ l) g' E' k W: S: R: _, |& g- Q# U9 v //游戏需要用到的函数 * z; K* F, G8 M+ O2 x1 u$ n. T: h( P3 U. ? ( z) E2 b+ O* d8 X $ M( w1 ?; G- A* x$ e, Q9 z: Lvoid Gamehead() / M7 f1 m2 Q9 z6 }3 r0 [{ 8 V; V" \. @' A; h# P5 C' y9 e RECT rect1={0,0,178,145}; 8 m5 G V8 L3 A2 Y int x=80,y=100; * m- \# d2 W7 n: X% w j int i;! }3 R" L d6 j4 v( V, b8 k 2 ~3 U- Z& d. f. v) f& T4 g7 | lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);9 \ N5 H# t9 O- v" [8 l 2 Y4 d( J; A/ m$ L for (i=0;i<6;i++) ; j* ]1 v3 H U, y' S, `' n { , G8 l3 w# @0 O) `' J- \ rect1=GetRect(i*65,0,i*65+65,202); 6 O4 w; N% a) g: l; O* Z# @8 f lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);' F5 H+ b4 j, }3 ~ a$ j Delay(500);$ j. `) x3 X, A& v* b+ L/ ^ } * R9 T2 r7 q/ D5 w ' Z' n9 ?6 E8 c5 C! O, \ Delay(3000); 1 U+ b4 d3 A9 j1 O$ ^1 n} 5 M# ^* g' e" o$ T3 \' b5 k2 @& P/ @: {& t void BackGround() //画地图 9 a) `! j) m' @7 I9 r{5 c' j- c" `" X int i,j; . H) B4 d, C% f- Z" Z8 I @ for (i=SY;i0 t- }+ a$ _8 {) e/ f for (j=SX;j! k+ F& S k5 N7 \8 a8 J c if (MAP[j]==1) - J1 g* U. k% a' A' | { : ^, e! P V5 R/ T. y rect=GetRect(0,0,32,32);4 g8 L5 p! P% z" d6 z lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);& F, F6 e* q; ^, e9 L3 Y } 5 m' `( }9 L2 X else9 j7 f. s9 v. S+ r, N% ?# @ { : [% e( p9 y$ h8 f. J rect=GetRect(0,32,32,64); ( B% W Z" w; k) `8 K( J# h lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); & p* P( v8 T! N" f- z, i }1 t* r2 {9 F3 R3 ^2 W } 8 x8 R% w" U+ o, N8 z( |4 M& ?( F* f% v/ a RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 2 W8 t9 H1 @# ^( i! G9 S( n{0 O" `1 B+ I* y) C O% g) M2 D RECT TempRect={x1,y1,x2,y2}; 5 G- q8 ^8 m" [% d' l return TempRect; . _& J7 o3 u5 G* z}. _) V. ]! E* X8 m% t" d2 l1 v 8 z4 F: V' k: ?# C6 w" R: E) Ivoid MainLoop() //游戏循环 1 o) }! d+ w- z6 q0 [; Z {, a" L3 l* }$ ^ BackGround();+ \5 Y3 o" K% O- Y0 R* h$ A RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};) w( E& Z, ~: ~5 {3 ] lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); 4 J" O# D& s# F2 C/ q& r$ I * k/ c: L. F+ E if( Hero.x<0 ) Hero.x=0;1 Y4 `* \7 X0 |/ w" X if( Hero.x>640-32 ) Hero.x=640-32; 1 n; ^0 U. n3 w! G5 f if( Hero.y<0 ) Hero.y=0; $ g& _% f3 }! F9 p, N/ U' n8 j7 ?) Y if( Hero.y>480-48 ) Hero.y=480-48; # q; }8 v5 k" y8 C, Q9 _* E ; V" D# C& r% S- P9 ]2 E Hero.old_x=Hero.x; 6 e* l# B9 \$ } Hero.old_y=Hero.y;# a- [+ {$ v) ~* _4 t5 O. M old_SX = SX; old_SY = SY; ( A4 B: S. ^) F* w' A8 H7 |4 P} ; A- m& ]8 _# J; x) C; h: K. [( D8 l7 X( L : D/ z" S0 F2 i% V& `- Q. R void Delay(long time) //时间函数 % Z m! r& q- ?) r5 f. S4 f { 9 ]( F# P" r" B static long old_clock, new_clock; //延时变量; W- [9 H/ y% ~) ]3 t1 p8 w new_clock=old_clock=GetTickCount();/ l1 s5 W& b- r! T1 F7 @ while( new_clock < old_clock + time ) 9 N2 T j& w, E; x$ B+ Y+ h! d {, q4 `3 V: @/ K. o new_clock=GetTickCount();3 x4 d% m0 C9 k } 2 t9 X9 ~/ Y& T' g0 y2 Z} 7 `5 n5 a( f9 t6 z0 K* _ 5 Q, G+ E9 x3 n* o3 A " O! W+ L" |# y) D+ M # R! k2 m' e2 Z6 }" C0 c& Q' q* i, l0 t2 d' U! W //下面是dx相关的函数 & l3 c l5 d( N' F( ULPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 % o. ?% K0 J! q{$ w0 N/ F& m! ]; G& D3 n HDC hdc; ( T1 `. s9 m4 x HBITMAP bit; . s, i% S8 O; e1 W5 X5 X LPDIRECTDRAWSURFACE surf; 3 r% H4 J" l9 m0 I3 I- r: g T7 j$ ^; f % \2 R: O# C1 P3 @) @& h # ^9 d2 @, \/ G9 { bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,/ `7 _% D8 A; V! m# W8 Z/ Q, J LR_DEFAULTSIZE|LR_LOADFROMFILE); . `8 G+ Z( r# l( i( t3 a if (!bit) 2 B- q$ ]0 a9 n( j! n O! a& g9 x1 s- Q% y3 i7 M3 f1 H6 K 6 ?9 t% ?. D) G return NULL; ; t* ^# C# V( X3 M( n0 ^5 ~ $ V! O1 o/ J+ w6 x7 X/ f : S5 C- q2 O7 b0 V! W 8 \- E+ h8 _) S) P h BITMAP bitmap; , I; {' {# W' J6 F GetObject( bit, sizeof(BITMAP), &bitmap ); 7 e7 P' M2 }. q int surf_width=bitmap.bmWidth; \7 `9 E2 g7 Z. w- C: s- t int surf_height=bitmap.bmHeight;, g# R8 S" C6 ?+ E f' i* a # p4 Y0 k2 H7 Z7 y ( L+ a t2 `5 R3 y- N! d" `3 _) H4 y8 }6 L( D1 C! C' H HRESULT ddrval; / l! i2 i9 k |' K DDSURFACEDESC ddsd; & V; @% l+ w% J: z. {6 ^ ZeroMemory(&ddsd,sizeof(ddsd));) G8 `$ [+ Y6 L/ I1 C ~ ddsd.dwSize = sizeof(ddsd);/ N+ f- u0 L5 c% C! X% j1 K ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;; M7 {, ?3 {5 {; y5 I7 K0 z! ~9 h ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 2 f Q" o$ ]6 f z8 J* I ddsd.dwWidth = surf_width; + \7 O* ^' B* w* i, ^ ddsd.dwHeight = surf_height; 4 l- \2 I3 I. ]# d0 B 2 P3 g- a- J& ^# b3 W2 b4 U( H1 G% ^& @4 ~/ C" G- o * N9 E# k: k; e/ k5 e1 ^ ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); ) X d0 I1 b/ [$ ?, ] ) |5 l! Y ^3 { ]& J+ K$ M: A. ` z if (ddrval!=DD_OK) { 7 X6 R& W2 O$ J2 K. ?$ A3 m; L2 C W, \: F , _. L* b' U0 d0 _; o DeleteObject(bit);# e2 \! g* @, Q' ^' p return NULL; 9 E/ w3 ~4 W6 T8 {( F' h! N & }4 v0 o; [' n) T: s* O } else {8 v. ]! v9 v$ S2 A! j ! J4 L0 z$ e/ S! B) ^ s- v3 `+ A( c& n! q6 J9 ] surf->GetDC(&hdc); \5 {9 y# v9 D, t4 h9 `5 J7 J 4 a1 s! ~7 S$ @) f: |# m' t& s7 a 0 H# ^+ P' e; ], L. q & I- R) j2 B/ q5 G; i$ g HDC bit_dc=CreateCompatibleDC(hdc); ; p# q- r0 i" I) a( `9 K' ], I6 ~ L4 { 7 w/ V5 \3 R, Y/ z* @$ l0 b! F ~. n SelectObject(bit_dc,bit); 3 T# F# @# b9 }- G. T BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); ! i- l6 \0 J5 Z! k* t, Y: p' t+ s% x1 H4 g* c! B* k 0 G5 E6 V! r9 _6 ?+ x surf->ReleaseDC(hdc);% F- U" `4 Q) J. G7 a2 \& q% h$ g DeleteDC(bit_dc);* V! Z7 p* k( k6 c& {) @) Z7 T) W }$ h7 a& I1 _; t& V( h1 ? % H8 R# q/ O" n3 Y- {2 V$ H$ i! a( d; e. {" R4 w& q . T: m% O, a/ h DeleteObject(bit);5 M: }# r0 g' z, F' m , b" T, U7 V ?2 a& r/ B 6 n: I, P5 z- H7 f+ G p4 N return surf;5 s& [& z, l. P9 Z S" _ } 3 a6 v s3 {1 m$ B" s) { - p7 g+ @% D3 ^9 I! T) z" w P9 b( T, K8 t( u X8 \* H0 I% C( o4 i DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 * J5 J) x, s; h( d* H{6 q6 [* ]% T6 D' T. g# E5 ^ k COLORREF rgbT;6 @# X: l7 @- ] M1 Y HDC hdc;! g% } S) c- V; m* [, I DWORD dw = CLR_INVALID; * |1 { D& W. A A6 r) w; ?6 c/ c DDSURFACEDESC ddsd; ; c+ H7 Z4 u; ]% a, T+ F HRESULT hres; % C. U! c- i2 c2 K; j* U* J; R' D* }& P8 S1 X n) x // 5 Q: @" w9 N* d% X // use GDI SetPixel to color match for us9 ?# z8 r: f. {1 X //9 w8 a+ Y4 E+ c4 f" i if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) " U: r5 P) \: R: _0 L% z {0 j. W0 h7 F5 O6 W: _/ T! W$ b5 k rgbT = GetPixel(hdc, 0, 0); // save current pixel value( r$ O" f) J: d1 ?+ R SetPixel(hdc, 0, 0, rgb); // set our value 0 A2 [+ n/ }7 N' b pdds->ReleaseDC(hdc); 3 u" Z& [) w) m+ ]3 g7 _7 R5 H } , X& b& y; a& _1 M% N" W5 v5 j: m6 l" n8 a // 7 L8 J5 {3 A( R7 d0 C. Y // now lock the surface so we can read back the converted color - M6 X3 S% f9 m. U) @; r // + `6 v6 q% A" E+ J9 U" [: g+ h ddsd.dwSize = sizeof(ddsd); : ~1 u0 G j9 c8 i, U while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)' A7 S5 Y9 \9 q& Y ;- n9 A$ j/ G2 R3 a+ Q. ^4 p 8 M- X. `: X2 z& R1 q/ w$ T6 U3 ` if (hres == DD_OK) `: j4 N$ U$ X) k! [5 [+ i9 I { - ~* A4 ]% ~7 ^# `- ]( _ dw = *(DWORD *)ddsd.lpSurface; // get DWORD; l& p8 e% ~4 B4 a/ W: \6 [ dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp8 j/ m0 Z b% ^; v) j, k. R pdds->Unlock(NULL); & D& R1 [* F J% M( w" [ } 7 ~( e/ P. X1 }, E/ ]' b / `% x6 a6 Q8 l; B* A // : t; a0 S* w8 P1 Q9 g; p% | // now put the color that was there back.9 L. y6 M7 M9 u$ d/ V- T- g# w //, q% l; ]7 X. I+ x }" }+ V* q if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)) n* X, h4 L! k) ^* d { 5 [9 M% N) o4 r& B' p9 ^3 y SetPixel(hdc, 0, 0, rgbT);: E |/ j) n. O: e5 C8 ^ pdds->ReleaseDC(hdc); ( o. b( {7 J. I$ A$ v+ O; _ P }6 [& T: W# o/ M/ N& l! y$ x4 ` d: e+ ?& f6 C0 ` return dw;; p! r6 f$ r2 U8 ^+ n) P }0 q' r5 Q8 X8 b! T( Z! s ) Y: ~* C* o& j0 A/*# T! j$ W7 ]: Z9 Y" G * DDSetColorKey - N4 b; \' W5 y7 Y& Z * ; _/ l# R( B/ J# c+ P/ ] * set a color key for a surface, given a RGB.5 [$ ?0 h; x2 k5 m: ^ * if you pass CLR_INVALID as the color key, the pixel$ k0 e( W: O1 j. \" w * in the upper-left corner will be used. ) ?! ?& w$ r# B4 Y# p; Z/ \$ i */6 H8 ?5 x0 z& H w* w HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 0 V4 e; T. c: q+ ]1 h$ v/ [ K{6 V8 {7 T' x! w; H0 [ DDCOLORKEY ddck;/ b* C# E7 H0 y' y' ]' f $ E5 |, l. ?- j+ s5 z- l ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb); & Y) ~: e+ V( I" u ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; & S$ f3 y3 x9 [; W7 W0 k; r return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); 2 ~! x( b" c8 J9 Z) g3 y1 o/ H} 0 z0 R& m2 c, N5 G( q# \6 D: C, c; G1 v9 Z, B) | J1 k/ } 3 A( t' x' B Q& L& o) P3 I3 v- D1 m% j3 D2 x2 {/ c+ v# A 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!- U6 c5 f( q6 r8 J+ P7 R5 P* t8 E( { 游戏下载地址 hays2002.51.net/game1.rar * e. g3 K6 p5 R) e, A. @% ~
作者: 游侠无极限    时间: 2004-4-8 20:54
干什么的?走迷宫?3 h# Q: c; A7 g2 H4 ?
  z  M/ \6 E* E3 @+ Q
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。
9 G+ `$ `! W6 f9 \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:: z, G& O- S7 Q  \" M9 N$ B
绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

+ E' N3 y2 M( f4 L  W5 Z# Y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
' A3 [3 I! }4 i& q: |# C5 Y- a0 k
* k$ ]$ J) x0 {& y* R# T4 }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:
4 Y# M6 a& Q; h绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

8 J! X2 N. l, ]- b4 p/ xvoid 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。6 f. F. m3 x& N; ]' c
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。
9 N! Y( L# G1 I* Q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。1 w, w# P- M/ K9 f8 Q* f
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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( v& ]4 l/ D4 A
另外好像是用mfc还是什么的,mfc总是把我盟在雇里$ ^" ?4 M0 n2 b7 D9 ^& }+ b0 T% {

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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