TA的每日心情 | 开心 2015-9-17 20:42 |
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签到天数: 1 天 [LV.1]初来乍到
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#include * K# u% r; O% v8 n9 ? t7 F
#include // DirectDraw所使用的头文件;8 A0 L+ l0 q: u7 Y0 n, l
#define MAP_X 64/ L; P# {1 D& [& I! W) ^7 X7 h
#define MAP_Y 48
2 ?' M* K/ K& T& }// 变量、声明函数;5 }/ {: l: ]' ]4 {
LPDIRECTDRAW lpDD; // DirectDraw对象;0 e9 y- C' D W! O% E& d
LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕
4 k7 d/ N" G) x* W5 }LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕
$ Z7 F _% h. u1 R: ^4 Y8 PLPDIRECTDRAWSURFACE lpBK; //地图页面 , x% E0 G# b* O
LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 3 G5 l$ E, U8 k1 R
LPDIRECTDRAWSURFACE lplogo; //logo页面 2 \8 V" s3 p+ [: i! h
LPDIRECTDRAWSURFACE lphays; //海斯
* P) d: r* N5 F I* X+ o, E
! Y- ?/ _& Y3 N& O( s2 L7 h6 Mint MAP[MAP_Y][MAP_X]={7 r2 C/ M2 g6 F( X/ i
{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 b& ?- c1 A; w6 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},
8 g0 H( _1 a p7 \{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},: l/ h, y d0 u
{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 h1 [4 N- r6 C% u H" 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},/ i6 n3 a! j/ \
{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},+ B5 L1 A( T# o; O2 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}," z# y/ K5 _# T! h4 Z
{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},; }& x# p( y; c/ q8 P7 M& J* \2 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},
/ L0 ]' c0 J' Q, f9 F% {# @! `; c$ v{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},
) n- g1 \' _& z{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 b6 X! T: N9 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},
& j2 g0 I! R! B5 q: U1 K1 R{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},: [& Z0 j5 ]! T6 X$ Y. \' 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},2 r0 o7 Z$ W% t6 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},( ~% n6 e) B% I- [3 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},! H, H1 H7 K0 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},5 o+ Y# I) Q1 ~+ y. X/ \- r: H6 `, 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},
; y; U0 U7 s |+ A. i+ {3 c7 G# 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},7 C6 P2 c; _4 a' a0 f K' ?* 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},
# y4 R9 S9 S: V7 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},) [% R& S1 A, J: 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},
) O1 _$ A$ N* P{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 o3 _+ z: R/ {7 e+ v) F+ |' K7 v
{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}};4 b, P. M& g% \& O
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int SX=0,SY=0; //地图坐标
- \' {( ?$ Q( a% g ?" Q3 c
4 S( F, x' Y6 E2 `% V9 Hint old_SX=0,old_SY=0;) g. R: q- p5 G
5 r! w R4 W/ f1 C5 K
RECT rect; //blt用的巨型 ; v8 Y1 u2 Q" h1 s4 Q9 u3 d8 r& _4 m
int speed=10;; S6 \ ~4 O$ e! O7 K
% [6 z- r f5 h* ztypedef struct{7 v8 i4 i3 M2 `" K
int x,y; //当前坐标) C |% K. T! ]9 [
int old_x,old_y; //旧的坐标
1 l) }# q8 P% Y9 jint Way; //方向
4 |" D! r+ B8 }' f4 oint Stats; //状态! S& s& t( Q/ U/ b
}Role;
7 r8 [ {$ x& y/ z3 Z1 g( k5 O9 ], y" [% ?+ `
Role Hero={1,' {! ?9 b8 h3 K3 C' y) k* m7 r
1,
6 |3 s3 b/ Z- m. j0 t" m 0,4 V' C L6 _/ l/ t8 D
0,
) l& o% `6 \. t 0};
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4 e- b" h' a( [0 k5 V
% j0 ]: g/ X& K0 }! C0 }//函数声明列表3 G9 R7 Q7 h3 P& J9 L# T
" [; \) |2 x0 q( n. n
RECT GetRect(int x1,int y1,int x2,int y2);
# H- ?. L# |5 H2 |- u" @! Vvoid MainLoop();
- e) Q0 D7 X C) ` }8 O) r* {7 n/ N# `void Gamehead();
0 ]; {: S) j" X" ovoid BackGround(); , o K2 O9 Y# ^9 s1 t, F. G2 d
LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);8 @- S% b [% I3 L* P: I7 ?
DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);1 w `9 @( b! J2 ]* u# y4 c: x
HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);
" e7 ^3 [; r- w9 R7 iLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);& n! z6 V" K" V+ B1 R, ?6 U
void Delay(long time); //时间函数
, v% k! @5 G% F+ P) dBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;
$ l* l2 t4 O1 g+ w" R; i! pBOOL InitDDraw(void); // 初始化DirectDraw并且打印字
- ~( S h, h/ B2 E1 R, p6 A#define SafeRelease(x) if (x) { x->Release(); x=NULL; }
) R0 z: P; {0 h! Yvoid Cleanup(void); // 卸载DirectDraw函数;
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( V# u6 x* H) S5 s" [! V
BOOL InitWindow(HINSTANCE hInstance, int nCmdShow)
- t. C |: q2 v e8 @" X{7 c; M, Q3 m) E
HWND hwnd; // 窗口句柄;
; n! @" R! L1 ~' m WNDCLASS wcex; // 窗口类结构;
/ H" H4 b% f9 S6 W1 d
0 L! u4 r9 r# s" v$ x // 设置窗口类结构;
3 u* M% R2 v" {% R wcex.style=0; // 风格;
4 l8 y) {# ], P {3 B2 ] wcex.lpfnWndProc=WinProc; // 窗口处理程序; P9 E' G* u9 ?( C" y1 u. o. }+ q5 R
wcex.cbClsExtra=0; // 扩充风格;
4 G$ h6 V2 V% [5 l wcex.cbWndExtra=0; // 扩充程序;+ C3 J Q, o( w: j
wcex.hInstance=hInstance; // 应用程序hInstance句柄;
/ B& V$ Y- \0 b- { wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;
* m4 [9 Q) \6 q wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;$ B% Y2 p3 I$ ^( L5 X ]( @
wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;, j4 \" a0 I- v5 O% k! l! V( o7 D
wcex.lpszMenuName=NULL; // 窗口目录;; V" ]9 T0 N# i2 i8 n# A
wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名6 I; [5 G5 P& ], v
// 注册窗口类;
% L/ ~* A: H. j+ c7 m RegisterClass(&wcex);
) Q: y& J q. h p. [ // 创建主窗口;$ M( V' Z6 B. ]' r b h2 O
hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE," [0 \; U% S, s( G7 ^
0,0,GetSystemMetrics(SM_CXSCREEN),
/ F7 H# z; u4 F1 ^ GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);
7 b; j" r2 g. R$ c if(!hwnd) return FALSE;
7 ?6 `) S+ w8 N, v* F$ ` ShowWindow(hwnd,nCmdShow); // 显示窗口;
& v, U3 E8 r! L1 `% X0 h UpdateWindow(hwnd); // 更新窗口;
' f% ]8 A/ `% c; Z- Z' ]5 I8 Q; n # o! f( E* L& e/ W" B& b7 K
SetTimer(hwnd,1,30,NULL);$ t0 X9 H( ]% E' d4 I
* |9 @( X- {3 [& O4 r8 }( C return TRUE;( r/ F2 p1 y4 L" @
}
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9 b& T& K9 a6 c4 u* [7 \3 B3 _6 Y( u2 U4 r4 kLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)
% M7 _- Q! ]& U/ U4 [0 D7 r. h{
. [* R/ u5 `0 ?; c0 a8 S4 S switch(message)/ r1 W# }, j; [
{
8 W2 J1 ^. ^% l, F* N7 A4 m( c$ H7 @ case WM_TIMER:
; K9 N; c0 ~3 l, j6 B5 |, z! q+ B lpDDSPrimary->Flip( NULL, 0 );
0 B/ |. K7 ?( x7 y- ~$ R+ A break;$ C& T# j) s( k) J0 x e0 k6 Q
) ~/ C( q( Y9 J* T) Y8 m case WM_KEYDOWN: // 如果击键; t, t# l8 H* ]9 C9 ^
switch(wParam)
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case VK_UP:
m1 s S6 s7 ?0 g3 | Hero.Way=3;% R4 X- O4 w6 K0 ?
if (SY<=0 && Hero.y<=240) //往上走
) A7 X' q' N9 l. K9 G {
8 ]. I# h2 x y; n: J0 ~% ?1 n. U SY=old_SY;
; j; w$ b% z+ i9 |) o, k0 t1 p Hero.y-=speed;* |- a# C; [3 A
}
3 b9 [( G) T$ c else if(SY>=MAP_Y-48 && Hero.y>=240)
4 f4 G7 k+ ]: r! l6 D5 B7 M1 T5 T {0 C" E" h) u$ p3 E* J/ a* e+ K
SY=old_SY;
# k, d1 M3 z6 C Hero.y-=speed;$ }. T/ ^: q+ P
}
9 D0 A0 O/ R Y8 F$ O: m else SY--;
4 |7 e' [# g" Z7 ^" C
$ c q( p; u: h- H; D! r% K break;
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case VK_DOWN:
8 @2 e$ c4 Q$ h* T Hero.Way=0;9 y Z. x7 u2 f, J/ o' g: Q
if (SY>MAP_Y-48 && Hero.y>=240) //往下走
2 Z' N7 [; l0 D- r5 P {
2 s, ^7 D( q; q SY=old_SY;/ @: m4 _% W/ C( d# A
Hero.y+=speed;
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else if (SY<=0 && Hero.y<=240)
8 v4 I) M7 @! s9 E7 W2 x {
- Z4 v5 a4 N2 Y6 J9 p SY=old_SY;; v U4 \- A( n! s7 X7 a
Hero.y+=speed;, X; Z! P `$ Y) `& z3 o
}
' M7 I% ]( m0 R- H3 H& ~7 k- w else SY++;
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break;
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case VK_LEFT:
. I- R# s. C4 @5 S$ B& ? Hero.Way=1;
1 P( ?6 E% F! `3 X if (SX<=0 && Hero.x<=320) //往左边走
+ x ?8 @0 u/ `0 F, S. p7 M; K5 q {: K5 O. V# }- k. y; ^, C, _+ b
SX=old_SX;
4 c- S9 _+ g# s3 ^* }% B: O Hero.x-=speed;
% h5 M" m/ a) q }
/ n; N- r0 N: n* R4 C2 L- i else if (SX>=MAP_X-32 && Hero.x>=320) }; X2 u- S0 Z5 |4 R
{
6 `, \- \' Z6 B SX=old_SX;( V0 Z! Q/ f1 G0 Y6 K2 ?
Hero.x-=speed; ; r2 P( v6 o& T
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else SX--;+ _6 c1 Y9 o) r: R# n
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break;
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case VK_RIGHT:6 i6 I3 T7 }( Y6 ?' T7 L
Hero.Way=2;4 Z2 J6 {" \- y. t5 N: L
if (SX>=MAP_X-32 && Hero.x>=320) //往右边走9 `) A: T. P- h3 S" T, K
{
: q9 V. F1 C. V, _; ^ SX=old_SX;
' u$ f7 N0 d* p+ F3 U Hero.x+=speed;
' X' q* `! `4 w" T. W }
. y8 `7 Q4 F' ^5 e else if (SX<=0 && Hero.x<=320)& V: n* Q1 c# n# d6 C+ x
{
2 L8 s4 o; B! } SX=old_SX;; x7 V8 N0 C/ l$ g9 [( j; Y0 A+ ~# R
Hero.x+=speed;
( x0 {4 _) i" n }
( T8 L6 G& E4 K( W- Z/ |: K( q else SX++;
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break;
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$ {- ^; E, b. `; b: ]
Hero.Stats++;
0 C$ f1 y2 ^* T2 c% ? z if( Hero.Stats>=3 ) Hero.Stats=0;
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* l; p" u& X" R2 ]' E5 C break;
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: ]# f9 u. c2 }5 |/ {; s case WM_DESTROY: // 退出消息循环;
* w, F( m3 W+ F9 H, L$ F Cleanup();# v# ?5 \) u4 m/ K3 x
PostQuitMessage(0);6 y) g* F8 w- C. N6 l
break;
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// 调用缺省消息处理过程;8 l4 ^+ V, V1 @7 `) f7 I: X
return DefWindowProc(hWnd,message,wParam,lParam);+ h- R9 J& M5 g; H4 ?; l6 l0 j' u* x# q
}
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// 本程序的最核心内容,即DirectDraw的基本功能与用法;
- B3 C7 f, @2 a4 d* n- DBOOL InitDDraw(void) " o- ?3 s8 D) `. a' K
{
& S0 ~3 |/ @0 ~% ^% v q2 f DDSURFACEDESC ddsd;
* F$ e J! E- H6 L- m* B' h HDC hdc;
' b& I! \: j8 t. x7 v; y DDSCAPS ddscaps;9 j8 F/ W7 N4 \% G l5 q c" T5 `
// 创建DirectDraw对象;; W! c8 J( \+ j7 e
if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;
7 {! c+ @+ U/ b // 设置为全屏模式;
6 `" B4 \& f& u! K if (lpDD->SetCooperativeLevel(GetActiveWindow(),* w8 P% E0 m2 O, ]/ a2 S* Y2 }' u
DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)' ~/ h9 [8 r( C" z0 x) B: J% O
return FALSE;
9 _7 _; N+ e |0 o // 设置显示模式;
' v4 ~% b4 Q7 V# q8 L+ l G if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;) ~! c. D* \! B" D1 K$ X0 A) c6 D0 C
// 设置主页面信息;! k8 H& l- L! `+ `
ddsd.dwSize=sizeof(ddsd);3 a3 o0 y: V) B2 N- Z. t! e
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
+ v3 g1 q6 e0 W- r- f+ h ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
3 e1 u) S" G4 W/ K1 C4 |/ B: i3 A DDSCAPS_FLIP |. b8 g0 w- y0 i: O, N
DDSCAPS_COMPLEX;
9 b# n& Z9 I/ F7 d6 o a
0 k+ j1 ]( E: r k( I5 t9 H( w$ R( r) _ ddsd.dwBackBufferCount = 1;
" P9 x+ h' p& ?" r. q. ]* |
* F/ W8 U, D0 Y" P) X( |0 Y4 z0 \ // 创建一个表面,类似开辟一块屏幕大小的显示内存;
5 G- h* C3 @' R& d% V5 I if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK)
" K' B& q m4 @; M, S: ~2 X5 ^2 i- T2 Q MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);
7 D- h& v5 }# ^9 t" z8 C' B ; B' @8 i, Y$ P4 S: x
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
' K# v/ [% W) r5 [6 ]! f) | if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)8 F" `3 T0 X; U/ p+ {, r
MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);4 X( n! k P- u) ^% C7 o( R
6 _6 b! v( _1 W% h u
lpBK = bitmap_surface("map1.bmp");
6 J- A' g' v' q+ e lplogo = bitmap_surface("logo.bmp");8 x, ~4 i+ X7 V0 A; L% J: h. ^
lphays = bitmap_surface("hays.bmp");3 w* C+ E1 p, H5 C0 `4 Y" P' N& m
lpPlayer = bitmap_surface("PLAYER.bmp");0 i% i1 ?& o2 ]( w) k' v& `( }
DDSetColorKey(lpPlayer,RGB(255,238,187));
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return TRUE;6 P) ` @7 p4 D- m1 o# Z3 I S
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# X6 n2 b( W3 Z6 u d9 R" a1 n
void Cleanup(void) O+ k4 ]/ `. t3 z2 ^! k( ~
{/ \9 G3 Z/ P' A8 z6 d% T8 A* S9 r
9 B# M3 V3 V! ` p SafeRelease(lpBK);
4 \1 W) v/ V5 L- I7 T1 L# E! b; M SafeRelease(lpPlayer); 8 Y( q4 u" B- Z: c( l
SafeRelease(lpPlayer); 8 o, M$ y4 E, R" \$ s
SafeRelease(lpDDSBack);
" {5 b7 K4 k/ @4 m6 T SafeRelease(lpDD);
9 |3 |' ?& e: N* @ SafeRelease(lplogo);
+ u- J0 |& ~( s/ x6 u( E+ C9 y- _+ m# J- p, \" p0 ]# Y" o
}& z3 _' g" j$ }
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// Windows的主工作函数,类似Dos下Turbo C编程的main();+ |2 [' y* p! X$ S: e& f
int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,
3 F; {, y N1 H* E3 J7 f LPSTR lpCmdLine,int nCmdShow)$ d! ?! n" u( B1 F0 |' }
{! r/ h% M0 W7 D& p* V" l$ a- U
MSG msg;2 s5 P+ n. w! E- d
& n5 g8 e8 Q* I // 初始化主窗口;
- o+ {2 a7 h6 b2 o, T if (!InitWindow(hInstance,nCmdShow)) return FALSE;, H# W" _/ ~' Z. `& a0 R
& _1 ]; {4 \% x
// 初始化DirectDraw环境,并实现DirectDraw功能;
! D9 E2 @0 f+ B% q Y; t9 g if (!InitDDraw())/ E; P2 G! t- c' T
{4 R9 c/ Q7 Z# R2 ]2 i, C
MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",# a( j1 F C, @( o
"Error",MB_OK);" Y1 s5 E+ i- l6 o3 s$ E
void Cleanup();& ^' J& H. a7 @3 S! r
DestroyWindow(GetActiveWindow());2 r2 [5 s+ w" T4 D1 g" W
return FALSE;1 l2 v+ w0 ^! w3 K9 z# g
}( ^6 Q4 V# ~; `# m/ N* `
Gamehead();
2 M! G9 z' y/ w* J; X: _1 \ * S3 C) e: |7 O0 [4 t- M
// 进入消息循环;3 a J% i0 R* d1 ~
while(1)& d( [5 t- M* \4 [
{
+ B( F9 r! `7 {. k9 j2 J" i if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
' h+ O. F4 x4 P+ Q: g" N* x {6 D7 s' w7 A! p1 h8 F0 U& |
if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;
$ Z4 T8 a; q6 t' @ TranslateMessage(&msg); ( M) b4 a5 ^0 o/ w
DispatchMessage(&msg);4 A5 W1 b# d6 R
}
H- Z; ]- g6 Q% Z* A else( [% J( F7 _5 M# Q9 E# o
MainLoop();8 \" ~* G$ G# I% g4 t
}
3 [- b! e# S- J return msg.wParam;& O' T5 Q8 E: Y/ U+ @# E: Y
}( [: t9 g% q1 ]# M* r5 S3 }3 _
2 u" Z" X# m; z
/ F6 h# c( b0 a1 C//游戏需要用到的函数
- {( y& I0 B9 J7 c6 @; w( h: L) s7 X) W( Y x
) r7 X4 ] D% G; w& N+ I3 L+ W9 r! P |2 I p
void Gamehead()9 [1 @5 k1 o/ A* n" f
{& j+ |' B& C3 [, R, n% u7 t# V1 R
RECT rect1={0,0,178,145};
+ }3 x& ~" D+ i, { int x=80,y=100;' B9 r. P9 E5 }$ x
int i;/ r; S7 F) Y/ D2 X1 L: F4 b9 q
/ a# L* O, k" Q# | [2 s* x; f
lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);
& Q% H9 A# H! Y/ z
$ F) ?- I+ r0 X" k! \' ]) O for (i=0;i<6;i++)
0 s" T) j1 }8 p/ K! _ {0 o4 [7 Z3 |9 e' N# d7 h( d }
rect1=GetRect(i*65,0,i*65+65,202);
5 v2 \% ^ v* ]: u0 B O lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);
4 M% J2 s8 | _) @0 G3 ]7 i Delay(500);
/ w0 ?+ P5 }% \+ D$ E5 |6 { }
- u4 l. h* K0 H0 f: B5 P6 h( n 1 P" v& n5 C* \* l. d+ I
Delay(3000);
8 b8 P, r9 j9 e: n% n} / x, d3 v# [: ] A4 r8 C
; s3 x; J; K1 B% K0 h( gvoid BackGround() //画地图
1 _. f5 G& a6 Y' w2 h6 ^{
2 m. W* i B' y9 {% n s% e3 z; N int i,j;
$ ?- c7 v7 D6 I for (i=SY;i K# D! \" u s ~9 h7 e. Q4 j
for (j=SX;j; R2 e; ]* Y# s6 ~: e. |, v: S if (MAP[j]==1)
5 p9 T7 G( p' i0 q( d {! M! ~0 W B: p9 V
rect=GetRect(0,0,32,32);1 P( X; ^ n2 o; _
lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);' h/ o4 M5 K+ h2 t' M4 ~ \
} $ r% ?% y8 H# p6 F6 s
else
/ D, I2 [4 Z' t6 \ {- s$ P) G0 {0 |# s7 U7 S( d5 r8 S2 ?
rect=GetRect(0,32,32,64);
2 d0 h) p* Y; ]4 P' `" [8 Y lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);
3 Z# k3 E3 u/ _- c3 g2 q) a" m }6 N4 ]2 b Q* y: P
}
9 m3 w ~/ x8 y, P: g) c& s6 ]: l9 V5 ~' \
RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型
+ U9 K) ~1 V, `% H7 h H+ ^{
8 [! |7 U, d8 C! h2 A RECT TempRect={x1,y1,x2,y2};' P- L. H, m# [8 \1 o2 \& z3 i% U
return TempRect;2 m+ Q( d6 q' Q5 {6 x! S
}& Y5 \& n. s9 N+ v" P8 t, e
' _5 i( p- @9 C
void MainLoop() //游戏循环
# |* S3 h O$ ^6 p{
6 X* }3 y) \0 o% }. | BackGround(); ~+ v5 ^$ T1 d/ o! t3 c: M
RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};( ?! ]. x2 E4 B" L4 `% X
lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);
3 j Z. [* u- k. H# K
! q9 o, o2 R1 \* ?$ V2 U) c if( Hero.x<0 ) Hero.x=0;6 X4 \8 R3 V' Q
if( Hero.x>640-32 ) Hero.x=640-32;+ d! w4 H) L# |, n V+ ?& q
if( Hero.y<0 ) Hero.y=0;
/ k- ]8 R6 h" `& @ if( Hero.y>480-48 ) Hero.y=480-48;
( B5 C$ ?; P9 u9 h4 t- i1 M ) l0 k: E% P8 k
Hero.old_x=Hero.x;
' K, V4 }+ W5 k) H# }) X( {0 ]/ b6 s Hero.old_y=Hero.y;
. `. k! u( f- v/ B" { old_SX = SX; old_SY = SY;5 l. M+ C$ Q5 l
}
- D( C: { {) I& ]3 s
# ?9 u' K( |/ e' {9 q7 u0 i6 k2 r c+ m
void Delay(long time) //时间函数
% E) t& y$ c8 f- x y& j/ p# K6 P{
1 [4 p- |# F$ x' P% u7 _ static long old_clock, new_clock; //延时变量! z, D @& ^! U( a' k$ P& t0 P9 U
new_clock=old_clock=GetTickCount();
, |+ m( L# p' X3 ]; N( R8 v6 ]$ J while( new_clock < old_clock + time )
% c7 R8 x2 p1 c3 x {
) P, @: c- i6 Q N- F; b, N new_clock=GetTickCount();
, O3 e9 n" t& {5 A8 i9 n, I }( Z$ v0 r7 K3 V6 O+ R( n" _
}* U& s) c4 y n! o
, w6 o# _# u. f2 O G9 x
; w7 J2 p% n* L# X8 }$ t6 Y7 g0 h# ?* e5 q$ i* e+ \
/ t) v% D, _8 H7 A; I
//下面是dx相关的函数0 A E0 K3 p! }' r1 S. ?* g/ [
LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 1 A F+ [ s/ U' I n' R" s
{$ `; o' W! o( K7 V# {
HDC hdc;
4 [5 ^% c M& S- J$ \$ s HBITMAP bit;
5 ?5 n, W8 G! x+ ]0 s4 I- n LPDIRECTDRAWSURFACE surf;
9 n0 M* `3 p2 H y6 S* n- s* `$ p0 z ~8 @9 n) Z6 ?
. H$ M3 p# J1 V8 d# Q, R1 F. z% h! \4 M. t" `
bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,
& p! }5 O4 x" j6 N LR_DEFAULTSIZE|LR_LOADFROMFILE);
3 U: w5 F( O: v6 J# b if (!bit)
% t0 V# h5 X, E- d1 B% ^- r
8 J$ D& k& ]* h1 [/ c! W+ F4 X0 S+ M' N8 M
5 T( D" U; F. d. H
return NULL;+ I2 }' g4 H% W- u
% w& w, Z# ]! ]% u5 o4 H" ?6 ~4 Z7 X$ ]- }; R
- j9 m, ^. a! W' D0 Q* {
BITMAP bitmap;& i6 | e8 N& _# U, F% W0 x
GetObject( bit, sizeof(BITMAP), &bitmap );0 L9 ]5 S6 k8 @4 _
int surf_width=bitmap.bmWidth;
3 b5 m- ]0 `* s, }: ] int surf_height=bitmap.bmHeight;/ I) m3 p3 h1 c4 w# P
1 A- ^( n ?; d- `
; |! @0 |! k5 ]5 m) m: g& w0 }% g3 T8 i$ d$ Q) \9 D1 v
HRESULT ddrval;
) z7 O# u; w; x3 b; j! B# x DDSURFACEDESC ddsd;. v) A) N0 s2 M4 G" ~0 o& J% [2 F9 Y
ZeroMemory(&ddsd,sizeof(ddsd));
/ d4 J0 v& u" Z4 [ ddsd.dwSize = sizeof(ddsd);
; T1 b5 l- h& I- ]' i& E8 }0 [9 \# W ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;! A3 m# @: U: l! }/ o! v! }
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY;
: {- p2 `2 Z5 e2 m& M7 @& t) P ddsd.dwWidth = surf_width;
: \$ |! |0 u' k$ R; C ddsd.dwHeight = surf_height;
2 {6 V& s1 m" j8 D: _& V. J- w5 K& X
5 @: d) _3 a! d, }& n7 I3 d3 q" Y, G
ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);
: v) B ?$ X1 B3 ~- f/ J9 L" [! c
2 o/ Z5 O, E6 _! t. V( b( W5 n' X& s( {
if (ddrval!=DD_OK) {
4 q" r8 _3 U6 C
% K& v9 V) l4 H0 r1 P1 m- s0 _
% N3 `5 w4 G) i0 E5 C+ M DeleteObject(bit);
- b9 }! f% |7 W return NULL;" v2 v& g4 [* |8 B7 p+ I6 `! f0 }
# @4 m1 X# }0 a) d I
} else {" ? w2 b( s: a, n( g! j
! }& p; V& a: [- p5 ^/ n
7 F# c1 D+ \/ }1 ^ surf->GetDC(&hdc);- }) K# Y( R8 X' o- b& n* _
& o: r- l" K& k l
7 ?: W& R0 r! s( U7 W
6 c: r' ~* Q0 V& B HDC bit_dc=CreateCompatibleDC(hdc);/ F+ A+ p+ T8 U' d& h
7 B/ x r1 c9 N7 J
, V0 \! o. M9 S* i. f6 ? SelectObject(bit_dc,bit);4 Y7 T3 z; {9 m$ W0 p8 C; }
BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);
/ k( K' l" M9 G) l% }& l
9 _; |7 W0 k8 ^+ e) {7 V3 R" j9 b
6 ~. k9 l. Y7 F surf->ReleaseDC(hdc);8 v0 ~+ l& `3 P+ g( W0 V0 _
DeleteDC(bit_dc);
0 b. t; o& ]6 ~( h4 f& G2 b }' j) v1 X; O$ b$ C
6 ^, o( P4 P4 |/ ?
& v2 J8 B, O7 m; ~- r0 U* `/ C2 Y
9 Z! D& Z, W+ H2 V8 X
DeleteObject(bit);* f" V8 v" V( u* s$ c
0 T& {* W+ Y' L2 E/ k+ R G" `* [. `- f3 R/ w7 C$ @
return surf;. P7 J# T8 ?$ B& D7 w1 H
} ' A$ I1 T( v1 p. h4 R% J
1 L1 Y" y" \$ Z D' q; _
& u9 r4 \) V- p Z. A- j- }
4 W& c# D9 m) x% y4 |
DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 9 O5 o6 G. {. F$ D% s) `7 \- _
{
& n8 S% t$ N, c) T9 | COLORREF rgbT;/ }/ x2 [( o8 I% q
HDC hdc;
7 [" r. N6 w8 o; p& ?2 }& n& h" O) K DWORD dw = CLR_INVALID;
, Q4 H4 x$ a6 @4 ]$ ?' I DDSURFACEDESC ddsd;
. |2 [) D2 }2 ~* H$ y' k( u HRESULT hres;
9 _$ y0 ]& K, o7 [# |8 k* Q N8 G' i
//
; M$ {% B# u/ [) H( s2 o // use GDI SetPixel to color match for us3 z) B# g/ v6 g6 J% y# \
//
$ t% o, ?, j4 D2 G; c! o if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)
8 [5 z }3 V: [7 P$ g) w0 _ {% r2 o) J. @$ W) g+ I1 u
rgbT = GetPixel(hdc, 0, 0); // save current pixel value
+ q' \" X4 [" w5 Q* k SetPixel(hdc, 0, 0, rgb); // set our value
7 Y5 a" D' x8 E: F6 j4 ^: L pdds->ReleaseDC(hdc);8 z" ~# K% m! k" y6 T+ n7 G% g
}
) T0 A+ ^3 H5 \/ C
, ?/ O& E, Z% k2 u, R7 n! \4 l' x //
6 Z& w, b2 F' {* E: L. ]3 ?: D7 y // now lock the surface so we can read back the converted color
. L. H U' z' ^/ o6 g' m# T. D //. C) O5 Q4 w# u |! M: J
ddsd.dwSize = sizeof(ddsd);, J! d% ^- I( f$ n( @0 \- a
while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING): x$ ]+ K8 f4 O9 z- b0 b
;
3 K5 a# K+ Q6 s1 s% C
' k7 T" h2 S, K+ f$ |6 y5 A$ | if (hres == DD_OK): g7 I% {) @7 S( k3 r1 p9 d: Q
{& _. g5 X2 h2 g9 r% i2 K" i
dw = *(DWORD *)ddsd.lpSurface; // get DWORD
N% y7 f( V& E: E; m' t3 G dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp
8 c" w+ C5 {, v pdds->Unlock(NULL);' N. F" f3 L' F ^& o* A2 c+ ^
}2 H0 I' K3 G* B3 t5 V/ p( ]
7 A _' S% Z C; ~: ? //
, v& Z! {1 h& z+ K1 Q! c // now put the color that was there back.
9 Y. J0 }, I2 ], C% k8 s4 h5 o //% _- m% T1 `9 M
if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)# w- ^! {# J6 k2 K" |4 }) S/ x
{; x6 c* n2 d7 ^4 l, J9 S
SetPixel(hdc, 0, 0, rgbT);
8 C. h8 i) |1 r( {% l pdds->ReleaseDC(hdc);
2 ?% F2 w" [5 P+ U, j }
2 N9 h$ }* I9 m6 ^0 J1 H, J3 j% Y8 J. H4 t7 e
return dw;
: W9 F4 M1 t i- |/ T8 r( x4 d/ m}
1 ? o, p* I9 B+ [* Q: u X$ a% d6 ^: u5 N
/*
4 C- D9 C, z9 Z" [% h9 X/ V * DDSetColorKey
; W7 A, M7 Y6 Q/ h- L *
% \# Q8 u+ o3 c7 J1 ?" {) n1 Q * set a color key for a surface, given a RGB.
1 a1 |* H5 r5 u7 q- |! h1 S8 @* d+ ?% G; } * if you pass CLR_INVALID as the color key, the pixel4 d8 J# H' B4 Z
* in the upper-left corner will be used.2 S8 H6 u1 [8 N7 a1 P/ _( B k
*/
/ Z0 n& v% r# [: W0 f$ vHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 : X/ W+ Y0 T* L
{
4 U, W9 w% p1 V2 C. l( b5 i DDCOLORKEY ddck;$ r+ d( g. J" L/ m0 o
! {' ~7 y( F }$ [; Q) r ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);9 i4 v. {0 ~* U9 p, y
ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;3 _% Y4 _/ C% C, q/ e/ N
return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);
" [$ k1 s6 M; q3 R% h0 t/ {7 B}
: t" ^0 r0 L0 r6 N- r: v% A& R2 {; t7 R# Q$ x1 \ b2 [% M- }
: y7 E: V# o/ d" I4 e2 {3 Z( o4 J( d7 k; ~2 H0 L
我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!1 X: m4 s% C# y- o- o* G. M; i
游戏下载地址 hays2002.51.net/game1.rar: Y l- [7 T3 E2 ~$ K
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