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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 * 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 % C, i/ j( H! D3 e/ O0 V4 ~# ^ " E2 B* ^8 k# m. B 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}; ) T% \" D% H: D$ g9 r- L3 I- T$ w ]* Q6 N' s7 o) J: P - M1 N } t1 A, w# w" n& L4 k7 L9 f# Z% D 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; ! J) c! k: N7 N; i0 ~$ B3 g+ H 1 W' z/ @9 E" l% p8 T$ h $ ~" `) b+ i6 Q9 E! k ( 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" @ } * y; s* q/ Z6 n* c* L: }5 A 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) 3 m4 k& s4 ~* p/ v& X {: T6 G; T4 `, y5 x0 g 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; 6 d; @0 } V7 f2 Z: h1 B l # E5 B% K. a1 ]' O* D8 n- ? 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; ( k. E5 x" w% [2 ? }, E* j8 l+ d2 L8 m8 D 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++; g; W0 w& H$ {# Y8 D v! ~: n % T. v$ h0 A0 N6 l8 W break; " l1 s5 I6 G0 l 5 ?8 e2 W" ^4 b. y5 D' V 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 }' A) i) J8 f: _2 b else SX--;+ _6 c1 Y9 o) r: R# n ' G" B( x. Q# C9 q$ N/ t6 D' P break; 8 y/ G5 p1 [" j" [ ; V9 P# ]' D0 e 3 }) [# H* ]; a+ }7 n0 w 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++; 6 P& e& }3 V5 O ; h7 f. R) o- g8 T break; . F! C5 H! z! F: A. ~ } x2 b$ t4 {9 Q7 T/ Y7 n. `/ C4 ^6 c $ {- ^; E, b. `; b: ] Hero.Stats++; 0 C$ f1 y2 ^* T2 c% ? z if( Hero.Stats>=3 ) Hero.Stats=0; : L7 l: A8 [# Q4 s+ e& {1 z * l; p" u& X" R2 ]' E5 C break; 3 h f0 P' @& p! C0 t% J : ]# 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; 7 ~+ b$ k" i$ p; F; n; B* v4 g5 Z! l }% y# `( {* }8 n // 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 } ( t/ s( Z$ Q# ]& d) f: w1 B* f s% M; _- O$ o // 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)); 7 O O5 \$ @/ d* A( j: |* f ' W! j, ?5 S7 j; O4 @$ Z6 ~ return TRUE;6 P) ` @7 p4 D- m1 o# Z3 I S }' f' W1 R3 U% X' g4 o # 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$ } & A- {- q# D( g) s8 E3 M // 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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    2
    发表于 2004-4-8 20:54:00 | 只看该作者
    干什么的?走迷宫?
    $ B2 V0 F# l( u; o. l5 ~
    " `' ?( o, z! O- ?+ w$ }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

    该用户从未签到

    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。
    0 f$ P6 \4 |: K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:6 Y' ?2 q; g  t
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    5 d. W( i8 H- M, o1 u1 L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* @" T; B: f8 `, R) i
    / T6 h' e# D6 O. O3 b% C2 v6 i# |" l
    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

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    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:0 l7 D) d1 F* D- x
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
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    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 H$ U' p% K3 e; L4 p- x
    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。
    7 f1 @5 z6 [1 Y; Q* C+ E8 n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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    9 n% p# D& A: C3 s% H- E* c; o% x

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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: u# h+ E1 P- ^& e
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里
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    11
    发表于 2005-6-6 18:09:00 | 只看该作者
    rpg吗?呵呵

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    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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