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最简单的游戏程序代码~

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    2015-9-17 20:42
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    发表于 2004-4-6 19:22:00 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
    #include 0 ~6 B5 n$ ^. t/ ?# F' i: \ #include // DirectDraw所使用的头文件; ) @6 x, |! J4 F( X! ]0 }#define MAP_X 64 : i1 Y0 x/ o$ L# V+ G* C8 O1 i#define MAP_Y 48 ) u5 j1 D2 r0 v6 Q. |// 变量、声明函数; : W+ j1 ?2 w. H3 ~LPDIRECTDRAW lpDD; // DirectDraw对象;, s, s# g; T9 W7 l LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 ' T+ I! z% c8 P6 m3 a0 uLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 8 K8 N8 H, h, s( h! @. Z LPDIRECTDRAWSURFACE lpBK; //地图页面 4 T" {# v, A5 h" p: f$ O ]3 B LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 ; q$ o+ i) {3 _# i+ P, |0 P: e LPDIRECTDRAWSURFACE lplogo; //logo页面 7 s9 ^7 D# R5 J1 iLPDIRECTDRAWSURFACE lphays; //海斯 & m; J* B3 z% i& f9 g$ f. I2 K( L! Y! [# a, T; s, ?1 ] int MAP[MAP_Y][MAP_X]={ O/ ~/ C: I9 m+ `4 Y {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}, 3 C" A- S2 S8 B/ J+ L{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},- h" l ^2 K% w {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},' ?" P6 |7 R6 R" A {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}, I }) @$ \! j{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}, 0 Q7 ~. Q0 L$ ?- x) q+ V( W{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},% W, M8 N+ _( t! G" r {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},, B, U. [- ^) l. x {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}, / S* }# C& N* [{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}, 9 ]$ q. q. v6 S. D9 j6 p% Z5 N{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}, ! \& L$ l1 ^+ J9 k{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}, & p' K( {" k9 ^" _* @$ m. 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},+ G3 {7 g5 `7 r. Q0 m {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}, " |% z, L$ F# K$ M" 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}, 1 t! Y8 R) O* y: g/ @8 }{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},& z* [- c; f, w$ W% i1 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},( C2 z- _: B9 o, 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},( O* C v4 L8 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},. X7 y4 I9 \* @ {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 M$ k& w4 G6 C* y+ D {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},- _: q7 A; S3 V' p. O {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}, ' a- e; ^/ j9 l" A! O: 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}, 8 y6 r2 Z! j6 ]: d, B1 i 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}, , v& J3 U% D# w8 u) `3 A9 {- y{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}};- a7 z% b7 V6 [( G: X2 w* { : V: F: S. O! W! N * ]3 F3 Y$ O7 X6 r/ X( v5 Kint SX=0,SY=0; //地图坐标 y& T$ _; X2 q: l - n, e( n8 y5 ~) _- {4 D2 y' A6 n6 k5 J' Oint old_SX=0,old_SY=0;2 m4 L5 p7 Z$ l) D7 L% n w" f' A5 Q4 v, K3 Q RECT rect; //blt用的巨型 6 [4 U x) u. S" f/ t; q int speed=10;' b8 m5 m3 V j5 {" e' t8 l; M ' b# x7 z8 t* P* P* o" ]typedef struct{ & v$ A+ F$ X' ~5 n7 X$ Z b tint x,y; //当前坐标 ; S, i R' V1 {' X" m) Rint old_x,old_y; //旧的坐标7 d; _# m9 S9 Q: ]& l int Way; //方向1 K) }- E1 D6 @) s) O& X' Q* Y int Stats; //状态/ @2 ?& q: B: K1 r; ^9 m }Role; ; O' |0 h. R- L# v9 X( { $ q% x+ y: {/ S4 PRole Hero={1, 8 U1 n6 _, `( \ 1,. t9 ?" y8 a( E1 U 0, # Y! T& |! r/ Y 0, ( k( I. N- y2 q+ L 0}; . L5 u% `: h w; G8 i. \, T/ G1 L; t" |7 W( x3 H3 M 1 x& r2 B6 L/ i* ] & \- o/ K- Q9 K+ } y: T 9 ]8 y! j! |9 U , Y/ a. j) |' C5 S( p/ s0 }/ S//函数声明列表( [! l' r% J8 J X) N' j : r& C) ~, D( ]) r RECT GetRect(int x1,int y1,int x2,int y2);4 {7 A* f2 T; S void MainLoop();( k( S+ [& b+ ^: I8 E7 n {/ ? void Gamehead(); 9 G' L6 r& q/ f0 E void BackGround(); 1 _- z0 s. w1 a- w3 B/ Y$ e; A$ ^ LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);' h& f8 d { ?4 L9 c DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);$ R; g0 N* c- |2 c& m; _3 Y3 T HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);1 r' R. n) T8 d3 ]+ o' b6 Z% I% N/ B LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); , _+ \! e- o+ h" B" C: Ovoid Delay(long time); //时间函数 ( C# w$ T. T- Q7 j2 k! B9 q" ^BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; 1 a# L" k' ]6 lBOOL InitDDraw(void); // 初始化DirectDraw并且打印字 ( K/ ^7 f! u# X#define SafeRelease(x) if (x) { x->Release(); x=NULL; }0 T k& }2 z2 D void Cleanup(void); // 卸载DirectDraw函数; U( F0 y6 f, U4 Q5 C* s1 E $ j) v% V, E- J1 x . N' r9 Y0 P: }1 e9 F0 d) u 0 T2 L% E+ K! I BOOL InitWindow(HINSTANCE hInstance, int nCmdShow) # Y' \/ E6 q2 G{- w5 b* N, P4 S. G HWND hwnd; // 窗口句柄; : o2 Z7 U% G$ Q9 p* D6 r0 f C WNDCLASS wcex; // 窗口类结构;% B8 A& j, K' d0 i ( ?9 ]& ?; j$ G6 z( q2 C. ]: z+ e2 h // 设置窗口类结构;$ u: ^, Q a D" |2 Y* J wcex.style=0; // 风格; - h4 r: s4 j y0 \8 m wcex.lpfnWndProc=WinProc; // 窗口处理程序; 2 I4 @: ` y w* ?$ e wcex.cbClsExtra=0; // 扩充风格; ; ]* U" b# `3 P; ]1 u wcex.cbWndExtra=0; // 扩充程序; " {' |8 d; b) ~) C6 B5 q; N( V, y wcex.hInstance=hInstance; // 应用程序hInstance句柄; $ q; K/ L1 t5 F% t wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; % Z( H, c9 D2 D- B9 ?' j: x wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; ' \ o' l7 i" }9 a wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;, l" U, S2 [: W+ H4 K U0 R! \ wcex.lpszMenuName=NULL; // 窗口目录; & z) V# u. v2 |( v# T* H wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 2 {% ^4 N3 \ [( p // 注册窗口类;; Y, B) d5 j; p9 @" z8 b RegisterClass(&wcex); ! P; _! s: n- r; }4 ?) S9 Z$ l // 创建主窗口; ; C0 g3 z6 y& ]- u$ e hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, ! W* X+ a0 r' B) y 0,0,GetSystemMetrics(SM_CXSCREEN),( Y" `& u0 i: k" D3 {7 i5 c3 b GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL); c4 i) T0 R H1 ?' e- K4 c3 i+ D if(!hwnd) return FALSE;7 g- ] g/ [1 s9 E" B) N7 P& w ShowWindow(hwnd,nCmdShow); // 显示窗口;' _; ?4 R; G6 A- {- B. B" o4 U( X" _ UpdateWindow(hwnd); // 更新窗口;/ f' Z7 D# E% R6 n$ k+ \3 K * f5 b. i( G8 | SetTimer(hwnd,1,30,NULL);( @ j8 p6 C0 Z& j: h ) ^+ W, g' K( J4 P" t" V return TRUE; ; F! @ C8 g( B! T} & g0 w' {" C) Y; ^( z, j1 y. L* o LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) ' ` v7 F! p2 E0 U3 e7 L) ~{) G, W8 }* E: i8 h switch(message)8 o+ M, J* A+ V2 A9 I { * i. A3 g' Q/ A, m case WM_TIMER: : |* N, ~ t7 @0 A% i+ f lpDDSPrimary->Flip( NULL, 0 );+ @6 [# X+ K8 e. X break;/ @7 C- o4 s0 |; _! l 2 c$ O$ k H2 U) h% Z case WM_KEYDOWN: // 如果击键;0 y$ e7 M& } {9 t8 ^ switch(wParam)# S7 q0 c- X9 `8 L4 L: m { 1 c! H& T$ d, ~0 w0 z/ T" G case VK_UP: 5 j& d0 K: r3 n6 R Hero.Way=3;! f, y9 C9 p+ q( I$ S if (SY<=0 && Hero.y<=240) //往上走 ; f7 X4 F4 f$ q$ ] {! C/ n# g {4 m+ t( R SY=old_SY;, Y N8 o+ W7 s, G8 z Hero.y-=speed;: {+ y& ]5 ~ K } 1 D. x+ F" J% n" ~8 f# p2 S else if(SY>=MAP_Y-48 && Hero.y>=240) ( F7 ~3 H7 E% q# z0 X# W$ x { 5 ^$ h( Z# J! F5 a' _ SY=old_SY;+ \ ?1 p* s7 z8 s, m1 I Hero.y-=speed;2 u& r( O7 `/ A, z d" D+ @- e } & P+ s8 F; U& K' \0 X, Z else SY--; ! U `# c. i' j& W. v8 W' _% | 2 X6 I' i) C& i+ D break;) j) B$ z2 M% @" K9 e 8 r, r; o5 ?, l0 P case VK_DOWN: ( K& a' I% m% Y: l9 ^/ B9 z7 R Hero.Way=0;( `2 N# g2 i5 X0 C. Z5 K if (SY>MAP_Y-48 && Hero.y>=240) //往下走 3 h2 L8 G( c `3 I: ^& E \ {0 v. w j; @* ^% _: r3 t SY=old_SY;) J0 K. F2 R1 V8 \/ W5 A' P+ W Hero.y+=speed; ( C, g' t$ `: [% I" [, s } ' R! o; C6 Q5 B" Y else if (SY<=0 && Hero.y<=240)4 S8 m3 H7 k/ a0 H { ; M2 }" }7 L D8 x" g: {% p1 [ SY=old_SY;( Z$ ? X* `2 M7 n# _* O Hero.y+=speed; & j/ \ ?% ~" G: p3 V2 l. r& o }+ ~6 {8 Y6 x! q# A& r else SY++;9 v2 g) L1 L4 T# J2 C! f9 M 2 ?/ N1 w" l- d; m8 z2 [" |5 H break; ' Q( t K( _$ G: C1 W( @3 ] 0 Q3 p3 _1 I" a, ` case VK_LEFT: 6 A9 V8 @: N! U' U/ W2 a: b Hero.Way=1;- I9 c9 r; u6 s2 h' q' h0 n if (SX<=0 && Hero.x<=320) //往左边走" w+ p( ], z6 O* {, A( v) T {. Y# t# D* I& i' Z$ ^ SX=old_SX; - ]; Q0 u( L: C" c- q Hero.x-=speed; : s: J) N; F) [# ^7 L } ( O3 m" Y6 G7 P8 ~! k0 e$ a5 d else if (SX>=MAP_X-32 && Hero.x>=320)* x; G7 @/ V# X% z* e4 O { l) C5 @- B- j- \ SX=old_SX; : X# B" P" m* j! R4 M; Y% f Hero.x-=speed; ; h/ m6 S) |1 ^# I- `4 J }/ `- R6 U. H& ~7 K+ D else SX--;* L6 T" J; c6 G6 _' u6 T' | - Z: }1 n" n z+ l% w break; 8 V0 ^. J( a$ f) F/ x - L9 P! h6 I# P! _% \" [ . z: I/ C' r* L3 M S( I case VK_RIGHT: 7 K0 S. Z. J6 x8 O( { Hero.Way=2;, B! A8 ^8 T" |" } if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 3 Z& k5 L6 S- [, Q7 m# P! m. R {( C- O, E7 \! _# h% W SX=old_SX; + Y7 G& g: C% W% j Hero.x+=speed; 1 J0 R% z# t+ P" R }" z4 H( O0 x( e9 P6 ?3 ?3 i else if (SX<=0 && Hero.x<=320)- \; U( i# S) |' x9 X% i {6 ~6 z5 u7 a8 z, `4 y SX=old_SX;7 R5 {# d% d3 ~+ G! w' x Hero.x+=speed; , y" C4 c3 a4 F2 L o }+ b0 _# l( u7 X7 n3 R else SX++;0 a) t) _8 k* }8 c, l7 e + J. l# R+ L6 P break; / e( W( N/ y% x9 e } % i' K$ F1 W+ e7 I/ U: O2 O$ g9 a4 w8 n! c: n: V* i* V . h9 e8 q1 i) ^) \& `) Q+ B. I Hero.Stats++; ; r% @/ O8 G0 w if( Hero.Stats>=3 ) Hero.Stats=0; 2 ?) c3 Y, {; c " F+ K) o" w4 v+ p/ b8 \ break; - R2 F/ Z% @4 e2 V* H! M; k- J ! w( _$ g0 ]: E9 ^1 {, \ case WM_DESTROY: // 退出消息循环;( T9 i- m) m ]: F3 {: [) y& P8 o; g Cleanup();# V3 b G5 A! X" a8 n( J" u PostQuitMessage(0); 6 f1 b% D# |/ D- e; J- x1 L- { break;- h0 X! d) x4 [+ q+ h# p; ^ } 1 o( {/ I0 e k // 调用缺省消息处理过程; % p- @" p3 a+ Q. V$ [# O9 T return DefWindowProc(hWnd,message,wParam,lParam); 2 C7 F& A6 q( U! i' L* G: @} 0 |2 L& m: M N: N1 | i. p6 R. m0 W/ q4 I' A M // 本程序的最核心内容,即DirectDraw的基本功能与用法; / ^6 r# W6 I: Y* M6 E; |; MBOOL InitDDraw(void) 6 R- N& M" G+ ~{ 9 E" N4 Z( l5 X' a DDSURFACEDESC ddsd; 2 t5 C, Z7 v/ ?' t+ H HDC hdc; 1 X+ `& g; a% O. M" K( g7 ` DDSCAPS ddscaps;9 i, g( i7 _6 H- b* B // 创建DirectDraw对象; & `" Z" W% M$ H2 q; K; s7 n0 E if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;) u& E& Y8 y: A. u# o // 设置为全屏模式;0 u4 @0 N* M3 B/ u8 z* x. F O if (lpDD->SetCooperativeLevel(GetActiveWindow(), 1 H( `4 t! W7 p$ q) r5 a DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)6 {$ Y' i, X8 m: o return FALSE;- P* \7 U: {& j" q- K( l; n // 设置显示模式;1 S7 Y U8 {$ h7 J( e3 ] if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;8 l% l* s3 E" E% \( N // 设置主页面信息;! q+ w# ^3 \1 ] ddsd.dwSize=sizeof(ddsd); : h: Q2 n1 E; G4 M% }. r ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; , A) i9 g& o. |! Z' o ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | ; H( h0 \6 C2 ? DDSCAPS_FLIP |/ g& f0 o ], S) O& Y DDSCAPS_COMPLEX; & D! k" T0 I+ y2 P' Q* u, `5 T4 Y 9 \) ^, u% n7 ?6 A Q \ ddsd.dwBackBufferCount = 1; ! N$ W/ Y0 C) ]4 Y 5 ?4 Y* R% x+ z6 w // 创建一个表面,类似开辟一块屏幕大小的显示内存;' \( s* z, j& | I& E if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) , x& Q4 Y+ v( H' |3 }7 A& s- ? MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);) M" e L; H e( @6 Z7 X $ ?/ Q% v2 M' P4 F4 N ddscaps.dwCaps = DDSCAPS_BACKBUFFER;2 ~% [& Q$ s" W# b* p5 v if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) ( Z: D2 \& o, u6 B0 I+ s G MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); ! q! y' M. @$ q; b C, u7 r4 Y. _ lpBK = bitmap_surface("map1.bmp"); % t' `+ r) N+ i- L, {/ O lplogo = bitmap_surface("logo.bmp");/ \* G- Z, D8 T1 J lphays = bitmap_surface("hays.bmp");2 o( O5 U5 h! J lpPlayer = bitmap_surface("PLAYER.bmp"); + i( W4 h: l. Q4 s) z/ F1 d8 V DDSetColorKey(lpPlayer,RGB(255,238,187));3 I: m# ?3 y( i s; g! b 5 @$ ~/ s4 ~0 ~% l4 e2 s# y5 c return TRUE; * |, A3 R7 M/ _}; k- w! y3 X+ R. k% p* U$ c& R3 c 8 K7 H4 c- x5 j3 S8 O! ? void Cleanup(void)$ v. x- S( o5 h: o* d {9 W! u" q' ~$ D1 \: G 0 X5 q. z6 {) [, T! ^2 T2 H C9 f SafeRelease(lpBK); & W! H, u5 _, o4 u; q# b2 D; r SafeRelease(lpPlayer); + i0 w. V P, m SafeRelease(lpPlayer); 6 b. l: @! ^' }* n f' n y SafeRelease(lpDDSBack); 6 H: g1 {% U5 ^6 b* e SafeRelease(lpDD);( x# X- F9 @5 N6 w SafeRelease(lplogo);# c. g; W, v) @, \ M) d7 m! F " J. t: {& M3 d/ _1 ^# L: i} 9 w6 ?) d) H9 f% `) e( b 9 h0 T$ v+ q" t' J5 N// Windows的主工作函数,类似Dos下Turbo C编程的main(); 9 Z$ l* X/ a* v8 J& mint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, ! s+ U3 d7 K; `8 x5 {! E2 | LPSTR lpCmdLine,int nCmdShow)3 ]+ p0 H2 H: g" m5 X {& e! Z/ @" |' P' Z7 S: j MSG msg; d5 t( \' | E/ \ - }& x: M" D6 Q7 g f: a; _ // 初始化主窗口; ; u7 h' ]+ i: N2 _- q if (!InitWindow(hInstance,nCmdShow)) return FALSE; 4 |3 c" Z- F) x1 W. C % Q# r- n1 g" S' L1 T // 初始化DirectDraw环境,并实现DirectDraw功能; 5 h2 t9 V- l& C. z if (!InitDDraw()) ' N( `% D/ r7 p( u& c {9 g- D) V0 Z& f1 y1 [/ b% B MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",# \8 \1 \& }7 G* h7 w4 b "Error",MB_OK);5 o6 c V9 p7 N r4 ^7 D) w void Cleanup();) g2 m/ S( w7 D# ]6 I* S3 S) v DestroyWindow(GetActiveWindow()); , z9 U5 O1 E4 E6 D! o9 L; c return FALSE; + w% ?. Y' o) p [) V" W7 ~ }" V( P7 E1 P G2 X- k: |# W0 R( ? Gamehead();) U1 N1 a9 y+ O9 m' V+ q& T( q - ?& a' D+ W6 L% c" I% I' ^, {3 f // 进入消息循环;4 O8 f: Q. b2 X- F" V9 m* L' Z while(1)# D/ @5 Z# I( r9 t/ b: I# ? {( ~( I9 ^5 M1 ^: S9 H" n" s if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) 8 |4 d# M- e; M+ |; d. T& y { + i2 Z6 ~, O, J. e- l if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; ' z/ k" Q& t5 A, G TranslateMessage(&msg); . z7 D1 X9 `, F; F' L3 O0 W" o+ | DispatchMessage(&msg); 4 c( g0 W" g* f! Z8 r) x0 Z6 ~ }9 L" D% ~7 i: c; A! b9 v i' O else . g4 Z i% [ ^- d% L MainLoop(); ' x/ X- x8 h, q7 x, j4 t* D } i' s' B5 \; F) n0 }1 i return msg.wParam;. G# w. K$ S- A3 w/ b& N8 T }" t) Y; v( Z; J5 W6 }0 {! Y% v / a! q2 F( m+ G" w% _3 Z- D V4 s0 S1 \. R7 i+ M. Z //游戏需要用到的函数 & x. w7 u+ r+ G5 P4 G 8 k2 }$ M, _- F4 z- L0 X * j4 L k7 K$ Z$ R7 ]" ~! W' p* w) A3 O- C void Gamehead()7 H s5 H, b% M w {8 A# {8 L/ [: S" M0 r" g0 C% J- P RECT rect1={0,0,178,145}; , }. r& {* `2 Y int x=80,y=100; % i @: r$ J/ S2 \# B$ Q1 x int i;' Y$ z1 ~. i2 `/ M/ ]' { T' g - r. r3 P1 B( x+ Y. ^3 o7 N lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); 4 F. x4 I T: t) B 1 G! l4 J& b% m! m) v( h for (i=0;i<6;i++)8 t* k5 B" `! U {5 ?) Q2 C. ]' n3 z o1 F rect1=GetRect(i*65,0,i*65+65,202);: n: |9 ^# N# U/ C+ Q lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);# ^7 ?. R' a. z0 u$ |. S' o Delay(500); ! z% U) l* Y0 p }" j6 ~- C7 j9 e ; n7 a) e7 B4 T$ ^) T Delay(3000); % e1 b2 e) P' A7 [5 `& d} % o. t! e7 v7 ]3 K5 W; D0 L8 s0 @* O" o) u7 N4 h. N void BackGround() //画地图 3 K( K- H0 ?6 O0 e; f{+ E4 D' M. i `8 _0 `- B9 U int i,j; & [. \) B# ^0 v for (i=SY;i0 o1 W8 w5 e6 n7 E for (j=SX;j6 G+ ~" {5 x1 j$ c- L if (MAP[j]==1) ; O* \( n% w& K { e$ i& z: S! P$ ]3 h, a rect=GetRect(0,0,32,32);$ D0 c$ g# y u' ~ lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);. G# @+ b4 x1 x; M } + X- o L, V. A) b$ K3 g# z! e else) k- k% C; y, k/ g5 e `& W4 M { 1 o" L1 K, C q# s# \4 n I- D rect=GetRect(0,32,32,64); - s3 I/ f. M1 u4 b" V lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); + ^8 f" S6 h1 \$ }6 K Z } / _0 K# j) R; E4 c1 L) Y}0 ]) Q& R9 n4 t3 D, d ]$ f + s* ]5 H5 ?: ^# c# R+ p, q RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 2 } Q2 F: n1 i. [$ f, u; j# X3 B+ E{ 7 Y* X7 A1 |7 d; N; `# S RECT TempRect={x1,y1,x2,y2}; # I& b- F" f8 a9 H7 l5 _$ p5 } return TempRect; ; ?( ^* }. |$ v. r3 w}, l: o0 N% u8 t7 T1 O! s4 M- v 1 e1 f) U f& L0 u6 r# D. l void MainLoop() //游戏循环 # M& O- ]/ s& w* | { 2 W, d+ t! Y) {- ~5 a8 x6 c" b BackGround();1 P, @$ l# m. Y+ L" Y# O2 K: Z RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; * ~0 h7 r& R1 w J% K lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);: {9 i% _& m3 m" v * ]+ S9 a) [! [& O if( Hero.x<0 ) Hero.x=0;- |7 m; e# O6 } if( Hero.x>640-32 ) Hero.x=640-32; 5 p$ M8 k0 o1 _, w- b" M if( Hero.y<0 ) Hero.y=0;8 D1 E( G/ ^1 ^ F- a6 Z if( Hero.y>480-48 ) Hero.y=480-48;: s1 i- j; B$ a7 e+ `% M & U2 V! P& I/ ~3 ]: K2 Y* L Hero.old_x=Hero.x;7 y6 K& ]$ g6 [( {2 g- r) n; | Hero.old_y=Hero.y;7 F! a+ V$ N2 \ G- | old_SX = SX; old_SY = SY;. y( I" } {. S6 Z; y } . a6 n. l7 b$ y' V8 e- S8 N9 y 9 V; b: K. L; a% N. M& ^6 T; B' i ) }, _, }2 p8 Zvoid Delay(long time) //时间函数 + p2 x; A9 O t$ Z' m& \% Q {6 W( k& H4 H K5 w static long old_clock, new_clock; //延时变量 3 o1 S% A+ u; b' A2 K, Q new_clock=old_clock=GetTickCount(); * e& X' ~# ~$ A5 h while( new_clock < old_clock + time )2 L2 U( d1 X2 q! u% ^6 M {7 s+ u/ r: h( F4 R: U new_clock=GetTickCount(); # U' d# r# v9 E }. u' p5 O0 g# k8 | }+ B4 D- w/ t! p9 R% t7 R; Y * P* W0 x6 T! f$ N4 h* ^ ; s: v! T9 {7 Q: f. U; T/ [0 J6 E8 n% P% o* w 5 b; \ a6 T2 ^//下面是dx相关的函数% R" \- o3 n8 v LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 " h D8 R, J! }* H: ~ t! M- \{ S3 {# z' s8 @- | K& m; z1 F HDC hdc;6 W Z i" G7 S HBITMAP bit; + i" d' y* C1 q5 k LPDIRECTDRAWSURFACE surf; ! X6 ^# |4 P! S! z8 C! k- w& b+ C+ X) I6 q3 Z ( ?0 Z) J6 H* W4 S/ X 6 f1 r' R# ^! @+ X V bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, 0 r/ p1 E F' [- d LR_DEFAULTSIZE|LR_LOADFROMFILE);; Z/ M! f! x! |, W if (!bit) - A# d o. s: E( q$ |) W- T, I8 ^) F! \% C! V% z * M) C3 p9 p* i1 f b1 z ) A2 p/ _" p! `7 x) G$ z8 E+ L return NULL; 2 u: g- m/ U1 B y9 u * ~4 B- f% E) c( q9 w( e4 A$ U$ C. e/ G + I# i. ^7 o9 x BITMAP bitmap; " d) _" r3 S; c# J GetObject( bit, sizeof(BITMAP), &bitmap ); / O/ T8 Y @; L5 h/ i O# f int surf_width=bitmap.bmWidth;0 r4 v, F" y' S% B7 t; c int surf_height=bitmap.bmHeight;! ?" ~# I2 ^; ^) o; N + ~8 e& S8 u. K$ l7 d2 l" z; o7 X3 c2 s9 ]( ]3 l 0 ^* |0 ]7 t9 Y: h. N. U* v: [ HRESULT ddrval;' a9 ?( ]! i" L) e DDSURFACEDESC ddsd; * r/ E8 y! I6 T% e6 n; t ZeroMemory(&ddsd,sizeof(ddsd));! q3 z1 v' a$ G ddsd.dwSize = sizeof(ddsd); 4 T5 N( e# T0 q; F ~% E4 r& J ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; ' y, c) g5 X3 i& y( C' C# | ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 0 f( Y" X" z! J" z& w3 } ddsd.dwWidth = surf_width;, H0 o( K: D" t ddsd.dwHeight = surf_height; $ s6 M, T1 M, J5 I ( W& B$ j5 X. K! j- }% i2 n / ~$ Q2 [3 m5 T, A: M0 @2 @; m3 Y) g9 d' X Q ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); . I* p4 w) H! `: p7 }* w4 Q7 _4 t$ h8 `+ w* ~# c 9 I- J$ t5 [ A if (ddrval!=DD_OK) { ( J4 U- n, T" j/ X L% a+ n t5 ? " M5 c7 w Y& c! w( U DeleteObject(bit);; J' X4 U8 K; p3 U ` return NULL;* Q& R$ ?/ x0 h! o% }8 Y( h: B ! H& K1 v, m0 x+ V( z6 u; A% N( B } else {6 @9 X2 }, {* r% ?( E 5 o# i% g) Z% H- O6 B+ `# T , j1 [: c1 S' a- ?# z* G& _/ y surf->GetDC(&hdc); 9 r' e, Z, B9 A/ {1 m$ W* E7 m/ a8 `3 t# D9 @ ( ]; I3 e/ V3 ~+ \1 R$ s4 b5 _# ^ HDC bit_dc=CreateCompatibleDC(hdc); 9 ^) w4 v# v7 v 0 h' W# F9 m2 @1 j # T; E0 ^0 H1 p8 c7 r5 Q3 k SelectObject(bit_dc,bit);7 p6 `7 m1 n" q; M BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);0 T2 i% b3 P: Y! X+ W2 e S9 u3 [4 p$ D( q2 p( f9 l+ y0 ^' a2 ^# O6 _; o% i surf->ReleaseDC(hdc); # J1 ?6 A" }. q- g0 [: @ DeleteDC(bit_dc); / B& _2 e; r% o }& o. z) K) t+ c/ W$ t4 h" a ( ~" M$ J+ ^) o: z* c# | - c+ Y/ @1 y8 F% v/ o7 G ?8 A; J' e3 z1 g9 O8 ? DeleteObject(bit); * O1 G9 s* T v* J ) A' [$ G- \% D8 \ - x. y" Y; r/ _+ l return surf;% {, S$ N) N8 R; M; m5 { } ) K, y$ i( b' W" j / n s) p* W$ b* @: s0 M9 e+ `' z& d: m7 J" F+ s' I6 g * ^( I3 F$ z, o DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 ! b: q/ f/ t6 p' L' l+ h{ 9 p9 K/ R7 I5 t; j- b+ S COLORREF rgbT; 8 j# G' y' }" a! ~ HDC hdc; - W* q2 h0 s) |4 r8 |: `* \* \ DWORD dw = CLR_INVALID;& N) J4 i( s9 M DDSURFACEDESC ddsd; ! E/ ?3 E% f; X; k; Y: l+ n HRESULT hres; 5 f& j) K- N# F ! a( k# B1 p/ U4 ]# K // - \( ^5 N; \9 ^# X! e( t( s // use GDI SetPixel to color match for us h) \, u3 ^2 R- I/ N G //9 I. J1 o5 D2 P if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 8 K( Z7 @6 I. K5 w3 q; v { 4 D7 @4 y# P; n0 G9 }8 y t rgbT = GetPixel(hdc, 0, 0); // save current pixel value, c; I! q& z. ^) `* _8 a SetPixel(hdc, 0, 0, rgb); // set our value ) G" Q; i+ V( R1 Z9 t pdds->ReleaseDC(hdc); & z3 f$ I- a* D0 V" r } , n; ~$ [% j* k3 w9 w" C5 F( F& }' r$ F: D2 [" Z: [- r; G // 8 `2 A( S" O6 r0 S ^4 U // now lock the surface so we can read back the converted color: A1 i% W* p6 y' t4 ~8 |2 j6 w // 2 X5 w; q% _5 x6 G; S% e8 W. c6 } | ddsd.dwSize = sizeof(ddsd); 8 y( q. n' w4 b8 z while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) 2 r1 d& g) }7 I2 e ; 1 e- Y( ]8 L6 N$ V/ u* {6 W9 {* V: | 1 v0 } x# r Y# E9 M6 P. p: Y if (hres == DD_OK)6 m1 h) |4 \. F- m* B- y/ @5 [2 | {/ C' @9 {" e8 R2 n+ v, N+ O dw = *(DWORD *)ddsd.lpSurface; // get DWORD / D }2 |% v0 I' {1 V2 C dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp % E- Y- Z; ^; _( m pdds->Unlock(NULL);, d+ p+ X: }2 J3 E }4 N/ O4 l& H% v% D' I3 B0 y1 n 1 J. O7 b; r. F v5 [ //$ Z, l- [9 f! P* M+ [6 g // now put the color that was there back. % C4 j0 {* o) g- X //4 E5 ?7 N" k4 d' I) X k. k if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) ' l$ W; _$ Q7 i0 B7 i {' C, k" f1 n1 ~# c SetPixel(hdc, 0, 0, rgbT);+ @) u. V4 C* g5 j d' t5 [- g pdds->ReleaseDC(hdc); ) ?: i) ]6 m# ]7 D* Q } 4 l: y, j8 a& I, T; o3 s$ e" F | y) t5 I: T5 d) k) R" q: V return dw;2 M8 A q( h* w1 v$ ~8 z) O# c } " u+ N0 d. v5 D5 h8 R) y; O( v9 P /* . ?8 [ u, `) l * DDSetColorKey* g) s; ^# v; b7 k' J * & m5 P' ]" c) ?: l * set a color key for a surface, given a RGB. 1 H# x/ a/ I8 Q6 K W9 W4 @" I2 \ * if you pass CLR_INVALID as the color key, the pixel ; Y8 [; e# }' m! y * in the upper-left corner will be used. ! R" X- e7 d9 T; d */ % u' r2 g. A( p+ K2 @; i5 BHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 4 E/ R7 N/ M4 z6 ~% f8 b{4 G- `9 J8 `5 g* t! ~& B1 O) g DDCOLORKEY ddck; 6 k' P" m; v9 Y/ ?4 U4 k, @, d L1 d. n5 Y ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb); 3 g: l+ `) o* ^% N# ?5 N ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;* d* k# q' ^! k; ^+ R return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); 0 v: b7 h% _% c; f/ Z} . C! z$ N% o) v5 v5 b1 x( y& c1 }- @! l; v3 J' g9 G9 f: u 0 l ?7 m" d e- B , E/ o+ V$ p' ^# a+ W 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!% z. A8 e1 f! m! L3 p 游戏下载地址 hays2002.51.net/game1.rar j1 h. M ?. V1 F- R5 |# t8 c; e
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    2
    发表于 2004-4-8 20:54:00 | 只看该作者
    干什么的?走迷宫?$ M; G, p+ n7 e) q

    $ s. y, B: k6 d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

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    3
    发表于 2004-4-9 16:15:00 | 只看该作者
    楼主牛,我一小时只能读懂程序结构和实现方法。
    2 C) W0 Q, Z' Z, f1 ^5 w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()
  • TA的每日心情
    奋斗
    2015-9-17 00:58
  • 签到天数: 1 天

    [LV.1]初来乍到

    4
    发表于 2004-4-9 19:35:00 | 只看该作者
    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
  • TA的每日心情
    开心
    2015-9-17 20:42
  • 签到天数: 1 天

    [LV.1]初来乍到

    5
     楼主| 发表于 2004-4-10 15:23:00 | 只看该作者
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
  • TA的每日心情
    奋斗
    2015-9-17 00:58
  • 签到天数: 1 天

    [LV.1]初来乍到

    6
    发表于 2004-4-10 21:36:00 | 只看该作者
    以下是引用hays2002在2004-4-10 15:23:06的发言:
    + I2 s' V3 J7 F# X% Y5 m$ B绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    ' U) l. Z) O- A
    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

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    7
    发表于 2004-4-11 15:59:00 | 只看该作者
    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# X* W+ }% N9 G
    6 L& a* j8 k5 D/ u7 c
    再问一次,这个游戏到底是游的什么???
    男人 该用户已被删除
    8
    发表于 2004-4-12 16:21:00 | 只看该作者
    是什么游戏啊

    该用户从未签到

    9
    发表于 2004-4-12 16:58:00 | 只看该作者
    以下是引用hays2002在2004-4-10 15:23:06的发言:# j: p1 |/ {9 y7 q. m& O# ]
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    . O5 \! }% e7 I1 \
    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。
    ! i" Q, D( }) W: V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。2 m! ^; _/ T7 X* F* u. I2 F; y6 X
    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。
    , c+ r. S' L7 y+ N; J% K# b0 b' }* [: x# c+ n. Y+ J" o

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    10
    发表于 2004-5-8 19:31:00 | 只看该作者
    timeSetEvent 这个winAPI来定时不是更好马,毫秒精度应该也可以了
    $ |( y' |- q6 }4 G4 N另外好像是用mfc还是什么的,mfc总是把我盟在雇里
    1 R& t, F2 U" I+ J3 n; v5 i5 `" G
    qztx 该用户已被删除
    11
    发表于 2005-6-6 18:09:00 | 只看该作者
    rpg吗?呵呵

    该用户从未签到

    12
    发表于 2005-6-7 08:45:00 | 只看该作者
    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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