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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 9 d) \0 S3 Y) V2 G#include // DirectDraw所使用的头文件; , j$ H6 V# M/ P, m' h#define MAP_X 64 $ g9 Z( x4 e7 ~8 A6 B$ M f+ P% `#define MAP_Y 48$ ^+ J) Y! y/ r) H // 变量、声明函数;2 U v* R, w* C; x) |) j$ D6 | LPDIRECTDRAW lpDD; // DirectDraw对象;6 h6 o( d/ w/ L; Q LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 1 w& a8 s9 E# N! G: s) m LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 7 q' f& b/ [5 p' Y1 _+ F% Y; y7 OLPDIRECTDRAWSURFACE lpBK; //地图页面 " k$ Q& V5 ~7 {7 c) n I. ]/ E2 ^' GLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 5 i. L3 |4 d6 ^" w T LPDIRECTDRAWSURFACE lplogo; //logo页面 * o4 _! G$ \, }9 hLPDIRECTDRAWSURFACE lphays; //海斯 " a* t' x! }1 j- } 1 ~) h V: e, o1 | int MAP[MAP_Y][MAP_X]={ % J0 j7 K8 X8 |1 f{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}, / \' g! k. R3 H5 x! 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 ?! \! V d5 V" l( o- z+ x5 t8 d+ {{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},2 I+ a, G1 a# B {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 @( z' @6 {% i# K! O4 A. c{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},/ I5 j, m& e9 M$ O/ m; N3 O/ M {1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,1,1,1,1,1,0,1},8 l" m- O3 o& y; S {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}, / y+ e0 E6 R( N4 r- v l{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}, `& o% m& Q/ p# |/ X V {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}, ) X, i9 f: N" [1 l1 Y: 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},; U+ M! r3 Y' V- O. 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}, , |7 ~! W+ N( `4 N- 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}, / ^$ h+ Q) r i: 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},: m. b3 H& P% M3 D0 T } {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* w( Y. ^/ R- 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}," a. C/ `2 j9 G# k! W/ 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}, , t; A' a1 D/ n8 _) d8 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}, - F8 O3 g# o 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}, ' {6 E1 }+ e$ 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}, 1 w% `& y, S$ w. F{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, B- @4 @9 ~. N* V% v% h4 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}, " R* b/ b% m/ }( S# Z{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},- k! h6 O% l4 y5 B4 l' h {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, y( E0 G% g: M{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}};; Q1 r$ v. o' ` # S b: W3 ~0 q: J9 Q0 J& d" L' h m, ]7 R int SX=0,SY=0; //地图坐标 4 H6 H* l, A/ v( r, | 5 M; a: R# p: d2 Aint old_SX=0,old_SY=0; + W r! G& s6 [, P# f9 F+ Y2 m9 O6 `! n9 r. z9 H. }1 m RECT rect; //blt用的巨型 $ Q# _5 C* w$ ], k& R# i( c6 Rint speed=10; 1 V& Y* q; K3 Y- ~" h& i 7 Y' x7 s6 y* E% f; ^. _typedef struct{ $ L. }9 ]. S9 }7 u, jint x,y; //当前坐标 9 c( d) `6 m( G0 u' h, aint old_x,old_y; //旧的坐标 , ~% r- p7 Z6 V; R+ Lint Way; //方向 4 S6 V* [3 \% x2 r G6 Cint Stats; //状态$ F8 U3 ~% J8 [- e6 [1 h }Role; $ a- x" z' ]0 V: y8 A8 L: I' ?6 G% L( h/ L Role Hero={1,2 k+ p. d, B5 A3 A# J8 G2 F 1,% C+ P, T: ]. o7 P$ e0 w$ i 0, 8 O( G6 O S$ g/ A 0, 5 D7 S9 [( H/ Y: B* T' ~- Z& u" | 0}; % w2 W% R! c- y3 e9 C . y- l* s! ]7 X j ) \- i0 h3 f5 g% Y3 j8 l; V4 g% D - g& w# P/ A9 V$ _ 1 C' h: \: I( U 1 j9 S% @% {3 f: u T( ]" ? //函数声明列表 % H4 p O+ `" ~3 J7 _ / s7 f% K. Y3 {1 D3 Z; c RECT GetRect(int x1,int y1,int x2,int y2); 2 w3 S8 I# W4 T+ Nvoid MainLoop();2 L t" J& |* I d4 _% S9 V9 f1 @- m$ g void Gamehead(); * m0 j1 X$ o# x- e6 bvoid BackGround(); + w, C: c( f; s1 A: A( \ LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);7 R* |' V) \5 R, w DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); / A/ Z/ [# g$ l) c4 w5 xHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb); 7 |+ W" E) L1 V8 @& FLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); . g$ I! w; p8 ]# h, Tvoid Delay(long time); //时间函数 4 r4 Y: b( ?: N# o. c# \/ O) v# F6 f BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; + _$ q! Y+ I$ ~: RBOOL InitDDraw(void); // 初始化DirectDraw并且打印字5 k* i- S) f% Y. ~* B' y #define SafeRelease(x) if (x) { x->Release(); x=NULL; }2 M% Z6 }, A6 _, K' z( U$ {) E8 i void Cleanup(void); // 卸载DirectDraw函数; 0 r! U6 Y5 J# ?4 s. I$ n4 J0 |( V b$ H # ^6 g! h! J) R6 a- S/ N% y6 S 0 k8 n2 N. f3 e/ O) @$ v, |3 Z BOOL InitWindow(HINSTANCE hInstance, int nCmdShow). A4 Y/ v2 `3 W2 H" X, I0 | { , M4 l' b- w9 Q/ } HWND hwnd; // 窗口句柄; ; d) T" d% z& m- `$ V( A1 J( ?" c WNDCLASS wcex; // 窗口类结构;2 r) ~& u% f0 Y E ( [5 ]3 ], \6 x // 设置窗口类结构; ) @+ j7 q8 T, U wcex.style=0; // 风格;# R3 y& b% I" ?) h. _( x( Q+ C wcex.lpfnWndProc=WinProc; // 窗口处理程序; p; ~3 q& {* d9 v4 y wcex.cbClsExtra=0; // 扩充风格; 8 E, T/ g( A) B( U: m9 z" c1 p wcex.cbWndExtra=0; // 扩充程序;7 Z: K) Y Z% _" M wcex.hInstance=hInstance; // 应用程序hInstance句柄; ) t/ N/ y$ o) \% H9 {6 C" Q wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;2 `+ V* |/ R- `7 _* K6 M wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;) y3 s2 U! }* [ i9 ~- E wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景; 4 U# L5 L" G/ S+ r: e: G/ W wcex.lpszMenuName=NULL; // 窗口目录; ( _' h: u3 s1 h( d wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 ( D3 k/ @* ], h; {) n3 Q# t t# D // 注册窗口类;+ k/ ?9 M/ e& X! j8 m* b* Y$ j RegisterClass(&wcex);; |) \7 P* F. z" P: s }* {0 g // 创建主窗口; # @$ U! B% R a9 B hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, 0 O4 y/ s6 g- W1 { f 0,0,GetSystemMetrics(SM_CXSCREEN),5 B8 S: Z" `6 `* y6 {0 [ GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL); ( o4 B; T. c% d0 d/ J3 i if(!hwnd) return FALSE; & q: v! p3 r# D' v2 L6 | ShowWindow(hwnd,nCmdShow); // 显示窗口; ' ]/ C( e$ L$ P0 q5 E- H UpdateWindow(hwnd); // 更新窗口; ! J$ _7 j, h! G4 p7 r2 r: q, a; d + c r6 K# r" I* V& M. ]1 W SetTimer(hwnd,1,30,NULL);3 X" k6 ^1 J$ g6 r % c8 F, f, z4 f2 Y ~/ c8 G return TRUE; 9 M X8 s# V% B- Q, I. J, \; ]} , K8 y5 x% ?- X' S5 ?6 }0 X- Y7 }3 A7 ^8 g; x/ I" f LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)' l! i. ]# }8 s1 V C {& Q! i" ]9 ]1 J* s7 J' J switch(message) : }# I3 N0 }3 Z+ D1 V# n, r/ ]: ] { 9 T* I9 p' Q7 J9 i/ W case WM_TIMER: h0 P2 b8 b9 w8 d lpDDSPrimary->Flip( NULL, 0 ); ; a, O5 L: i$ [' Z$ q1 q; u+ ` break; $ D% R% Z% m0 j' G2 M% [; ]- x + {% ^3 s# l/ E s2 o8 X# E case WM_KEYDOWN: // 如果击键;8 A) {/ V% J0 K3 S switch(wParam)2 l+ Y$ @6 n3 T0 h' ]9 T7 u { 8 l9 d8 {6 G. J |" T) C4 p, S case VK_UP:% p/ j J+ w" v! R Hero.Way=3; 3 ~3 a+ e s) j- |/ ] if (SY<=0 && Hero.y<=240) //往上走 . ^) }: r; f K3 p7 d$ r { : O7 m- H' h' m0 y0 x8 t5 T: y2 B1 }1 G SY=old_SY; # Y- X' y# e5 U: e* l Hero.y-=speed;! G8 T5 U' y# s* e; w/ A } * D! Q+ `& K6 O- h1 [) a* W else if(SY>=MAP_Y-48 && Hero.y>=240)3 ?& ~1 R6 W/ j/ C: R* U6 p {% Z7 h3 O+ G) g SY=old_SY; & |! X4 A7 ]! [: A Hero.y-=speed; 2 q, G- ?' z) m1 d }1 H* y- B% \( X; D+ E+ o8 b else SY--; ! s( f8 ~: s+ W4 }6 t& B7 R2 z * N$ P/ n7 }; H. Q' F: f break;1 l0 \7 t9 @# V* J v$ z" ~ ' z0 Q8 |& J' w* e1 ^* E. } case VK_DOWN: / v* z! k: C+ }/ d6 b Hero.Way=0; ' w( e x; x. K7 H' c if (SY>MAP_Y-48 && Hero.y>=240) //往下走 0 P+ |% m* j! ?, f) l e { % B. _3 ]$ U: n- @- {0 j8 G: V SY=old_SY; 8 V; H5 i+ M# K. U* ? Hero.y+=speed;" r9 K0 X9 S, R9 F# n3 ~! M } ( V& F) Q8 k* R; K/ U else if (SY<=0 && Hero.y<=240)7 D8 Z9 j3 B5 G* H; ]1 N8 C% v7 u8 U/ l8 z { & f8 _. X- Y0 f ~+ i2 } SY=old_SY; 8 |! U, G; @+ ~$ N3 V! ]1 c Hero.y+=speed;+ ~7 D* m5 x. p* p9 ]% Z } - c1 N" ?1 F9 w. B2 Y/ v1 {6 ] else SY++;0 |& d& M9 R. i( F- M' g / ]. w! u* V6 ]* m( i8 a break; 6 k) w0 B' I0 ^5 N # j* o5 `# ~, |# ]' j- x case VK_LEFT: 8 X6 D% b2 a/ q1 `6 ` Hero.Way=1; - @1 v8 B; p9 Y6 F2 T2 p4 ` if (SX<=0 && Hero.x<=320) //往左边走1 c+ M$ W" c) x- q3 V6 i' ^ { 9 X9 R8 `8 n6 q' V4 j+ T SX=old_SX;: s1 z, w/ D+ d; \) H2 D, v, L Hero.x-=speed; 9 l- D* }3 O! h4 e1 u6 t/ v } 3 a. H3 p9 i4 z7 p4 s+ p0 w else if (SX>=MAP_X-32 && Hero.x>=320) 8 C/ U& ^* Z4 q$ q% f' K5 s, t4 S! F) ~ {/ p+ m+ i" {+ t4 e SX=old_SX;3 g/ L: a, d3 \" S$ q$ }4 H Hero.x-=speed; ( C" ]7 F( q" E3 X) N } ' t4 M+ j# i. F) k% `7 e; J3 W else SX--; ) D( F4 _5 ]' F, ~, G- S' f' R * h+ F9 o o" K& w9 x break; ; H0 _9 F" o/ h" {0 p 1 d: O% M7 j: l0 [/ ? # e6 C% ~4 o0 a" k+ Q" G+ _1 m case VK_RIGHT:: \* s: Y) q4 l" i6 n Hero.Way=2;- e. L) e7 b b if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 1 G$ {5 o1 I3 Y' P! y z e { + ~; [7 c- T3 G9 }, ~% W SX=old_SX; 0 K& F. Q( Q$ \4 ]; g1 T( Y2 K Hero.x+=speed; 0 O o) ]% n5 ]3 _ } , [. o0 d% q: D& C else if (SX<=0 && Hero.x<=320) - U, A- z- p9 a2 m) M {& Z F, J4 j; ^: m% H SX=old_SX; , E3 \2 Z8 W. w' b- O Hero.x+=speed; ) S4 W& D7 d, Y }7 p: r( z9 B" U+ V+ P else SX++;9 F9 c, C7 E' y1 D$ |' P# ] % i+ w }! c( X break; % q! e* L: q. o& a2 U+ v( p } 0 E; h2 I% |, p/ x' B P " b: H/ ~3 ^( E " i3 A" A6 o/ W- w3 i0 R Hero.Stats++; + w1 U9 S% L/ G$ a5 i) `+ q if( Hero.Stats>=3 ) Hero.Stats=0; 4 t1 a3 M- v! { 8 D: w4 A% ^7 Y# F% s: k. I break; ; Y q2 U- g2 ^+ @ 0 M" P# g5 _# X; O case WM_DESTROY: // 退出消息循环;) V4 [5 o; H" |- u Cleanup();( G: X3 `1 U4 H" e4 I# ?: h PostQuitMessage(0); 7 C5 J2 k& n; L( T0 l F3 w, c break; b- Q+ V' @4 p7 |4 P' n' Y; |8 h3 Y }) {* _' ~; F. C: A( a // 调用缺省消息处理过程;* w) h( f6 t6 m5 n return DefWindowProc(hWnd,message,wParam,lParam);$ _+ \9 X" n, ]5 z }; i& Q2 j& e- I C1 R! w; f1 H ) H" Y; @2 m1 W# o T# ^! J1 H// 本程序的最核心内容,即DirectDraw的基本功能与用法; $ l2 n/ L0 p) U6 HBOOL InitDDraw(void) ) u( Q$ L: K5 W9 j {" w8 v/ G+ x# K5 V. R DDSURFACEDESC ddsd; * i2 E, N1 _" L/ h& G HDC hdc; 4 M$ E' b. w( h/ t! R& q DDSCAPS ddscaps; : q7 A+ t! X! E1 r- t // 创建DirectDraw对象; 8 E: ]1 R) \) Y if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;* T0 q' {% B# h0 ^# e* n+ _- ` // 设置为全屏模式;8 p! Y, ]3 e% e# _ g5 E if (lpDD->SetCooperativeLevel(GetActiveWindow(),6 l% @( G, ~- j- J* J7 t+ n DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) : S# K# ]2 ^# }; P0 @ return FALSE; ' p) y# b0 z0 |0 c. {4 w: O/ n // 设置显示模式;% G: w' j7 A9 O+ Z" H9 j6 p, b* q) g0 m3 g if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; & `+ }+ M5 P: v // 设置主页面信息;0 X+ H! `. ?0 a; ?% Q ddsd.dwSize=sizeof(ddsd);1 G% q$ X* y# w ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;+ q; N" c: B) |% @ ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | 6 D% t+ Z, Q* k$ J, J DDSCAPS_FLIP | 4 w% l+ d; @, C4 I8 O0 w" Y' C# u DDSCAPS_COMPLEX;- s! K% T" W7 n 1 ^- l/ S; F t$ s( Q% ? ddsd.dwBackBufferCount = 1; + R7 V, F. f. y# S / U/ y; d# v+ F0 T J. M // 创建一个表面,类似开辟一块屏幕大小的显示内存; 1 w7 {, w$ A, p! _# m" F) c if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) : G& l) \& n9 h/ H$ c' |$ \ MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); ' O) E. y( q0 M ) e" ^# ~" [" A. w, ^3 h ddscaps.dwCaps = DDSCAPS_BACKBUFFER; 7 W% ?. L3 ?! K6 `- j/ _ if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) 0 d8 V6 g6 a" S6 r MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); . s7 O' M" @) m; q$ i# \ E S+ T! Q2 M" R lpBK = bitmap_surface("map1.bmp"); 4 k' B$ R' o) k lplogo = bitmap_surface("logo.bmp");* E1 v8 @6 H2 ~0 i lphays = bitmap_surface("hays.bmp"); # C9 j% r+ _7 c6 K; ]+ B) ]$ Y lpPlayer = bitmap_surface("PLAYER.bmp");! P9 n; A$ |" U+ e5 Q9 X+ A: t1 Q0 h DDSetColorKey(lpPlayer,RGB(255,238,187));! S6 p8 w3 P0 G& J' N # [. D7 B: U! }, k$ c, d return TRUE;" F4 X v- b+ L6 Q- y } 0 ^2 E& `- |, O5 H8 B2 C , B7 S1 x7 U+ [( jvoid Cleanup(void)3 ?; `6 T0 s9 l, Z; d9 c {- R- m3 {' J1 t$ Q9 b 8 P. m6 ]' B7 ?+ P SafeRelease(lpBK); ; l4 p$ n r) j/ D; J SafeRelease(lpPlayer); |( J$ i( a6 d* K% U1 ? SafeRelease(lpPlayer); ' D! v: ^$ I/ T& W2 p SafeRelease(lpDDSBack);' x$ ]9 B6 e1 D; t1 X0 c SafeRelease(lpDD); , r7 w$ {+ ]/ a9 S# f; v, I8 P SafeRelease(lplogo);* Q6 E: i, F" w W/ T- K, \ m$ F * u" q0 i+ ^4 h. [* t } * n* ]7 i! v2 t. T9 A7 k6 ]8 m; q$ ^% } // Windows的主工作函数,类似Dos下Turbo C编程的main(); # `" Y" W+ @9 wint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, # R6 C; E" B7 ]3 j/ Y LPSTR lpCmdLine,int nCmdShow)( l% F) V7 M3 R0 w/ {( I { + V3 Z# z8 P4 u$ s' K6 L2 ` _ MSG msg; 0 m9 @$ Y: \1 e8 z ; I; `1 s# @5 u5 a // 初始化主窗口;4 t4 Q/ Q! ^, q1 R+ T7 c; Z if (!InitWindow(hInstance,nCmdShow)) return FALSE;- T8 z7 x4 C( c- J* Z) O' K O5 S / V" J% U! e; }2 @ // 初始化DirectDraw环境,并实现DirectDraw功能; 0 P1 v/ o2 f3 _7 N if (!InitDDraw()) / Y( \! g! M) `/ R* O { ) U% o/ o& B3 X$ E: ~# R7 @ MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!", , t* E8 [, G9 Y( C "Error",MB_OK);$ f+ y, I0 t. @ void Cleanup(); 6 O/ \% w) |% M4 k DestroyWindow(GetActiveWindow()); 5 E, l% N; t% l7 A: }; L2 i return FALSE;+ I1 B% r2 W/ |3 A8 n) s, b6 S }" e" G: G9 W7 Z6 F/ k Gamehead(); 5 j; S, n8 X ^- x; K ; w, Z/ }0 x0 [; o // 进入消息循环; . i# I" T I/ _6 C) I P2 t9 ~ while(1). W- }. R9 Q, u% [; g {8 H% A n6 u7 b( h if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) 2 T+ R1 P% k' V% a6 n1 P( J { & a+ V, W- h, r1 C) ^4 v& [ if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;5 z% `5 r" k. N" S$ l( c2 G TranslateMessage(&msg); ) Z4 a O% {. h. {1 L" U; T DispatchMessage(&msg);) h$ k" p, `6 V n% W0 P0 S }: f' T5 r+ ]5 Q/ X% J1 ~! a+ W else # ~2 D. d- W0 Q7 ^6 s+ z& s" X MainLoop(); % U2 O1 n- V: W, L4 p a; q } 5 n% O# T2 b$ A/ F# z return msg.wParam; . `% H& g! Y: e! c1 ]6 X} / O/ n9 {4 d4 }8 V& R( j" }7 ~# O$ U; d! m " N3 v; ] Y; K* E //游戏需要用到的函数 5 |- M" V. c$ D {& c+ l' s/ t 3 V0 ?5 u, d( b+ `' e! B0 d. S; Y8 \! P% ~ `/ }; f1 q 2 [* V# s3 a7 ^; a2 l Vvoid Gamehead() & Z9 q4 W5 F" [1 s{ & U: C$ @% [9 E! }, [5 Q RECT rect1={0,0,178,145};% F6 B, N l2 d O1 o1 Q int x=80,y=100;3 L S9 F2 C; }5 z/ a8 ?. r8 e int i;8 l& y5 i5 T2 a. c . {; A8 x% T5 d8 r0 c/ V! t lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); # d9 J" [3 `. G! \* C % b# @5 `0 i$ X' E7 ? for (i=0;i<6;i++) + L: Y* M9 C0 C& p { % X; v4 O4 d1 V. Y d! S# c( i" J rect1=GetRect(i*65,0,i*65+65,202); + c2 b2 _9 d# _: H; k lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY); 0 ^! d6 n/ h+ E7 w: } Delay(500); ( ?0 T6 Z- e$ l: {9 O" c } ( c- f% a3 n1 z0 S. b8 T 8 H: I+ n" \. l! L$ @ Delay(3000); 3 w7 \, M) w6 q# F( w$ [$ G} 5 N3 Q; `$ O6 D6 h) d! b ! k4 J! x+ b3 e! w5 j void BackGround() //画地图 $ f0 \- y6 J- W# `{6 f0 R2 m- C$ `" o int i,j;' L* Z9 o' ~1 D; e# a; q for (i=SY;i4 ^0 q) C$ P6 g6 V, j8 ?! e) L for (j=SX;j) L& @& t/ J" H# O) H7 F% K. z if (MAP[j]==1) " s, S+ t7 m# Y0 @- l { & I P8 q3 x8 C" w0 J3 R rect=GetRect(0,0,32,32);0 _% P- P1 y4 d4 A6 h5 }, S* S lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); d# x: ?' C C( L6 S } / _0 n5 T7 w7 W$ ?3 P0 p else4 ~- \' F" \0 E2 ]/ Q { 0 {0 v& }' C& ~! d- q' a9 Q& } rect=GetRect(0,32,32,64);& S; D! T( u5 N lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); $ J n. `- \" |6 I$ D3 V' a } 4 e; W* L$ Z. E0 N( q$ D6 T}# S4 j2 }" c7 {# z$ r * o7 @5 c. d7 w) fRECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 L6 l3 h7 O" Y v. J6 a{ % ?8 l; F& _" ~3 T& f RECT TempRect={x1,y1,x2,y2}; 7 U& U( \! \8 g# S. Z$ n5 Y return TempRect; $ ?3 W. `% [6 x& g( ^ x/ Z7 y}. x$ e6 x2 U* `: x% J6 s : x( U( y' N) O4 L7 h( j) [8 d `void MainLoop() //游戏循环 ! z' c2 T& t1 ?7 g {& H/ q1 s% n* S5 n5 O/ g* R BackGround(); 8 q) x% Q r! Q, x' p$ [ RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};+ a' H6 N( c( @( Q2 O- ` lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); " h3 p, E( I1 s& O. J$ {+ g6 ~1 j 7 T* l1 v5 v: K2 l7 o if( Hero.x<0 ) Hero.x=0;6 X# O! Q- Q- p- n3 p if( Hero.x>640-32 ) Hero.x=640-32;- Y+ u" P& I2 D5 f% d if( Hero.y<0 ) Hero.y=0;, ~& J" u0 d8 x3 Z8 Z if( Hero.y>480-48 ) Hero.y=480-48; 8 b+ u0 x! o& T! K4 E: f* ` 5 L1 r) Q l$ M6 [' b2 m( a( t Hero.old_x=Hero.x; 9 E! J$ m' {: d$ l Hero.old_y=Hero.y;) R; N9 i) Q& {8 Q7 m4 U old_SX = SX; old_SY = SY;! I0 g6 O& g, d- G } 4 g8 ~2 u& u1 s7 H, \ + ?' L' h# ^* w % S1 k: G7 X6 n% [) p, \; rvoid Delay(long time) //时间函数 $ S% x- } `! V: s* V( ]{ ) R0 p. i V2 q ? static long old_clock, new_clock; //延时变量" {, ~: y! ~" `, d new_clock=old_clock=GetTickCount();6 x3 p2 U9 |$ i while( new_clock < old_clock + time ) 2 a, q( w: d7 n" M* m9 ] {: f2 ` ^+ m2 X3 F7 P" I4 \4 f new_clock=GetTickCount(); ) b9 B+ \6 |$ V8 g* Y } , w1 ]& S2 b- Z K. Z# J/ Y& h} & Z9 Q- W; o( M0 p) ]/ {2 i/ Q) d 3 i3 ^' _' K8 ?2 I5 o) d0 u* V. W6 _$ `9 Y) Q6 P9 s" q X5 K0 S; K! W- {, s / d J9 |( i& j3 i$ d# d) i! Q, q//下面是dx相关的函数+ V0 C u& `$ `& v3 }" t LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 2 P; i) [1 [) G+ f5 U9 d{/ @; Y1 @" \) c( K HDC hdc; 2 W. L* g/ w8 x2 ]5 i* Y$ G$ g HBITMAP bit; + w6 V/ J* r( g7 n LPDIRECTDRAWSURFACE surf;1 f% ^. a1 k2 i5 e( j8 ^; y . J/ v `3 v. N * R! p% M* N8 ^ a - D6 G) l, Y2 g/ X! P3 ^9 |+ Z" Y4 T bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,; p c6 p1 X0 A3 @1 |; j C LR_DEFAULTSIZE|LR_LOADFROMFILE);1 k, O* d, T/ w if (!bit) / }' a w6 [" w$ p5 }& C' G8 h* r7 ] L4 `7 ~! M/ u # ]: M& f, y( a' C% O1 Z 0 s3 p" `& E( ~0 t) m" U return NULL; / e& s9 B1 \- w + \& L; I1 V# n' g u 8 ^) J2 t. U4 X% }7 o A7 m. p7 I' @& d, @ BITMAP bitmap;( E V( F8 D7 J2 R GetObject( bit, sizeof(BITMAP), &bitmap );' m4 ?0 c5 k$ D! R int surf_width=bitmap.bmWidth; ' q0 F, O7 {! A, g5 _# o int surf_height=bitmap.bmHeight; 9 _' M" ~ i& J- \8 M4 W $ G8 N2 r( Y* ^# p* j5 x0 E6 P( u }* B2 `& m3 ~3 b # W2 s2 C" I# K. t HRESULT ddrval;+ W2 B& l" T& |8 t" Z DDSURFACEDESC ddsd; * u: Z1 \5 W8 F) F" F/ J ZeroMemory(&ddsd,sizeof(ddsd));' P3 ^7 v0 E) z; o/ [, D$ c( B, Z# G ddsd.dwSize = sizeof(ddsd); 0 J; T' P" ]1 H+ p$ k& E1 d ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; 6 b% u+ x3 `4 X1 q# Q2 n& R ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; ; T7 [( G" v6 D! e# p2 q; V ddsd.dwWidth = surf_width;; x( s% C; v% t- I; x' w- Q. p ddsd.dwHeight = surf_height; ) d+ O+ b2 Z9 c6 F: r, [$ Z+ R4 m' M ' B: t k3 i9 J7 a& Y; R- w' F' l3 u! v& n0 O7 z: } ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);0 Z5 }, [, q( l% T* } 3 r4 X; _; \, c ^' l$ V! N7 g 8 S! }2 Z$ C8 l9 v5 T if (ddrval!=DD_OK) { ! P I4 k& P V8 c4 M2 ^; r5 E0 P3 z4 g' c n' N$ M 4 }' E, q8 _% o DeleteObject(bit);; B0 t" M4 B/ P4 N. p, d! @/ J3 D5 b return NULL; - N- V6 z9 S7 B- P F' K # T. J2 Z: u$ ^ E- y5 l+ K+ `! s } else {1 |5 j% R* i6 F! J7 E % o( ?( S$ h2 h4 D. J5 r7 U , Q5 M& `- Y! b# @/ M* Q0 Y8 } surf->GetDC(&hdc); & F$ \1 \9 u7 _: i* G 3 b8 p, h3 W8 T' `5 M" S0 {1 j1 ]. _4 f2 s" m : ^* A- s! i A; D8 K Z HDC bit_dc=CreateCompatibleDC(hdc); ' N9 N8 _3 f3 N T9 C % C2 }7 r* I5 @6 b, @( H1 D* g# V J/ F/ e SelectObject(bit_dc,bit); ( @; X3 t O4 m2 ` BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); 3 r2 r8 }& c8 E+ c+ a 1 ^3 N" ]2 {& X. o. U7 x ! f! b. O( N7 Y, I surf->ReleaseDC(hdc); 3 F: r- u) e# O( n- w DeleteDC(bit_dc);. k# J' ]9 i/ u/ d } 1 u# A9 ~5 b: G e5 {$ h - S8 }6 o+ d! p0 f& T9 g! J' v2 R+ [ % k+ W- j( K! P6 r) \8 M; S $ h& L% ^% p+ y! Z DeleteObject(bit); & \$ ]1 ]- @% T' r! e) P \7 q( o, U+ y, P5 R# | Z / J: K/ n2 v/ ]1 {1 v) L1 ?2 a return surf;9 ]! w9 z4 S& ]$ e# ~ } 6 q$ _ ^0 @" b, w/ L) c 7 y7 Z. g9 H7 r( [. |9 ? u, ~: ]/ N- z+ {9 B* } " `' G( k& O A/ l6 K$ r# ]DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 + O' e5 D0 @. Y& k. P! J' R$ Z1 ^{8 G( N3 Z8 s# ^8 \ COLORREF rgbT;: B4 M0 y8 B p3 O4 G# b+ j HDC hdc; 4 k' e, v2 U+ n: x0 z DWORD dw = CLR_INVALID;# X0 X2 {$ x% e DDSURFACEDESC ddsd; : p+ l* D' q2 T2 k HRESULT hres; % h+ Y3 P3 D' V7 ?' [ R, j4 N 2 B9 ~$ X0 H& u% d6 f1 O0 p, _' a // & z" J" L" j! ?1 D // use GDI SetPixel to color match for us# z& i& \3 u. e2 f. T3 r5 D //7 @4 y7 X' ~, Q1 R if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)# f! d* ~) x6 F$ p8 ~# P& r" f0 Y {% U; \6 I: Z2 X' w rgbT = GetPixel(hdc, 0, 0); // save current pixel value + n( s6 A5 n" a SetPixel(hdc, 0, 0, rgb); // set our value( h5 d4 \1 s! X' K: ~ L pdds->ReleaseDC(hdc);4 U& b6 p9 K' R9 W }0 L1 k) L. r2 f* Y% S3 w 9 L/ V s5 O$ B, R# x1 M& R$ Z // ( b+ [; U3 z& U/ a. |/ }$ R // now lock the surface so we can read back the converted color' N; v( M6 R8 ^- c6 f& \7 J //9 }" U$ k- f& p8 `( |) Q, P3 m ddsd.dwSize = sizeof(ddsd);% m7 q, R E8 x while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)& S+ P' m/ s5 _& G1 k% | ; ! ~7 \6 B2 E% W. m1 v. r. t3 } . p Z8 Q6 p5 m; |3 T if (hres == DD_OK)5 b& _3 O6 z X2 t J! o { ; L3 A) k: m% k2 x0 i3 J dw = *(DWORD *)ddsd.lpSurface; // get DWORD 9 {) v( j1 @2 E2 W dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp$ C# [9 V+ Z5 c8 \5 R pdds->Unlock(NULL);: k" q3 H5 F" P5 L. T }, h* z5 h" B, A) P; ]% N( k - J9 T* _0 E+ _4 L# {4 X4 k+ e // / {5 E+ D1 E: [- \# [# ?3 Z // now put the color that was there back. 5 h5 M3 K& U2 W // : w6 x7 B2 f! d: j R5 N' j* E* }- v" h if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 5 {8 `2 y1 t6 w {: k) L( g G) Q0 J& P SetPixel(hdc, 0, 0, rgbT); , y$ Y6 N1 g( @9 n B2 c5 N pdds->ReleaseDC(hdc);+ R& C$ O" D6 w; o4 ` }7 Y! [7 K" S) h1 G 2 P! E5 M' T# [, W( G& B$ _8 Z return dw; 6 J0 n: ]' p8 p" d) J% R} % R: {/ Q/ M( w$ J 9 ]3 U2 u+ q% ~/* 1 O* K* P6 [4 U0 A * DDSetColorKey& Z7 Z5 s, A {- t# c" U/ | *. ^& A" d$ f$ R5 q B4 h- Q: F! O: y * set a color key for a surface, given a RGB.$ M3 F/ y3 Y7 z t) _; R) y * if you pass CLR_INVALID as the color key, the pixel / W+ b8 x# q/ D ] * in the upper-left corner will be used.$ t" s3 d2 U- S+ y# c% M */ & H( o1 i* }' _ f& dHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 7 _# O5 ?5 f& O5 g0 m{$ k% x9 v# k9 j+ y DDCOLORKEY ddck;1 H! A* w& G0 D8 P8 \ 1 L' A+ n, t$ `+ X ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb); P- B- f! t- }# [' M# G0 } ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; 1 ~! C# y4 u' z/ |' |0 H: y3 s return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); 2 |5 f, }4 H0 n. O- r! @9 S}, N6 v# G- ]1 \ u % n `6 K% M) X3 c# S3 F$ `; L! C ; d. ~2 |# y8 A& |" ~/ _! h 4 T, z( H& E0 ?8 r. v我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! 7 V1 N6 _0 ]7 O, f游戏下载地址 hays2002.51.net/game1.rar 2 a. y$ ~& N" I8 m8 g
    分享到:  QQ好友和群QQ好友和群 QQ空间QQ空间 腾讯微博腾讯微博 腾讯朋友腾讯朋友
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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?- W& m: @& V. R( y
    8 X; I8 B0 f( G  F
    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。
    , _( P' |! k, h% K7 ?- D! a; o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:& g" c2 O: R# N& h; _; }0 l
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    8 u% u1 ?4 l1 N- ^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
    ; Q2 q+ l/ S$ }7 j) {( v/ Q; N6 S
    8 h: j  h4 R* B7 E) I' T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:
    : |' c+ H& w$ u5 e绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    & y9 x5 M& Q! d7 ]) f3 x/ C4 ?3 t1 Kvoid 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。$ e5 p. J+ Q  V4 p: O. ?
    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。) Q( X! L, a' t; L3 t
    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。- r2 {* F2 Q# A7 v$ \
    ' n( x, J* G" w" z8 \

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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
    1 _- A" u  N! m' N6 o3 R另外好像是用mfc还是什么的,mfc总是把我盟在雇里& j# Z8 N: U2 l8 W1 O( ?7 ?
    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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