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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 1 T6 {$ _" s! Q" ~#include // DirectDraw所使用的头文件; 1 J3 r- d$ {7 p% c+ G#define MAP_X 64* L! s: `9 S7 e& w/ |* k4 V #define MAP_Y 48- C5 t) M" |2 e( | // 变量、声明函数; & P6 O" F% N7 Z. b9 A( o- HLPDIRECTDRAW lpDD; // DirectDraw对象;, c2 s0 B1 @5 ?8 R O* s LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 3 C7 K7 @$ [/ u+ s. ^2 E4 }% G LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 # p: d4 f6 y" H9 z LPDIRECTDRAWSURFACE lpBK; //地图页面 8 v1 Y, x3 o/ Y' b% HLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 $ v$ Q/ d7 w# \2 B LPDIRECTDRAWSURFACE lplogo; //logo页面 " R) U# D1 S& mLPDIRECTDRAWSURFACE lphays; //海斯 * o" ?0 A p6 Q) x% ~ 8 z8 p& I/ y7 k4 Q+ u- fint MAP[MAP_Y][MAP_X]={3 I; B7 N b8 G$ s. c9 B {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}, " k* i8 i8 o9 l9 b8 ]* r4 ]" p" G8 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},9 ~: c7 ] \) Y' s7 F4 q' F {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 R* \2 h/ [+ T" o& z5 V* Q) P {1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, ; X- k# ~0 z5 z- v) {{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},! r3 ], g. v5 G {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}, ' E5 k2 ` O2 g/ H+ `4 j{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}, ) V8 o2 S4 q9 ?6 f) v# |, R{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}, ; ]8 y& B4 A+ c, l4 {{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},, J* N5 n" I# X2 N8 Z# n" z7 p {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}, / |2 L& f) i9 i# a{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},+ F# I7 [5 d1 v! v- 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}, % f- J9 x2 P2 `7 \; a5 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}, - b7 Y e2 e) I% L! Y9 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},& f% |$ o3 D1 s& 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}, + _, X4 N; Q, k8 x2 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 i9 P* K6 q! ~$ f: T+ b# T a {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 ^" K- ]: v/ A4 t6 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}, , I2 @1 O( y4 i! Z' e' 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}, 8 s2 I! v, S7 K* b4 ~: `# o' s9 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},9 @3 D& K7 F9 V' ~5 _! L% S+ 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},9 O8 \# F% w, `( r0 v {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},+ J7 H/ E; \$ z0 S. u+ 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}, ' i& P5 e+ J5 N* ^6 w8 v$ X{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}};1 T) M R) h* @ Z4 m / o/ `+ O1 e5 O" \- ^ J- A& s 5 J; v8 R3 Y8 ^# i: f8 Lint SX=0,SY=0; //地图坐标 ' H! @" R" m. T3 H+ ? 1 T4 b% B5 p, _ v% ^8 v& |% Zint old_SX=0,old_SY=0; [) E( W1 |5 }$ ]' }* ~ 5 V: ^* w0 s) \- R- L' zRECT rect; //blt用的巨型 & a( `# l: T9 ~4 Yint speed=10; + j' J! |) ~ F( ], I4 Y/ E" P0 \- f$ l, @ typedef struct{ 7 k) Z$ c# `- ]( }) u: V# Uint x,y; //当前坐标8 A0 p8 z$ \* P3 ]$ F int old_x,old_y; //旧的坐标4 G. F- ^, n1 H; i! @( A1 j6 H7 @ int Way; //方向! Q1 ?7 z6 K: | W1 Q0 _! Z. {5 x int Stats; //状态 O8 l! w. v5 M$ T1 ~ }Role; T: ~" [* a1 g0 K7 n9 |; J* i% @ ) | e3 q, ^( B8 ]5 z, wRole Hero={1,( r% z0 |: a4 d5 k: @5 Z0 g. ~ 1,1 Y7 m# h3 g( P 0, 7 p" s5 q. Y, b 0, " |, c2 B9 ?5 ^9 c 0}; % q4 P- d! x! W# Z! A0 N7 m& e8 E3 `2 U. N + Q6 ?5 P+ N1 \3 y; y1 r, S. k7 w- Y* G6 N2 m# O) f; U* G / H$ L7 d: z1 K1 l; L8 k3 d, j# h+ r Y0 Z9 F. z //函数声明列表2 e. z8 | j3 s6 K5 {6 W , [+ \( C% \* }2 F {9 e& e RECT GetRect(int x1,int y1,int x2,int y2); , u% N7 {6 b. w" U6 y& Q2 Z! _void MainLoop();* ?, x" {7 h3 S9 T) e void Gamehead(); 8 \) X/ e* c( e* D+ z void BackGround(); # R( O/ X/ J ~ LPDIRECTDRAWSURFACE bitmap_surface(char* file_name); , n5 ]4 u! l6 f# N" FDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); 1 s7 a4 |5 S$ ]" {9 ]8 bHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);4 A3 y* C6 C/ m' P4 b LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); % \' l$ ]. L% f' z. Y% Wvoid Delay(long time); //时间函数 3 F5 C8 c0 s, P- n BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; # h! p8 ?; I# @( P: f4 W( p$ C7 VBOOL InitDDraw(void); // 初始化DirectDraw并且打印字 , \, N+ m$ i) _1 E/ C t4 g5 j#define SafeRelease(x) if (x) { x->Release(); x=NULL; }( e! E. U' r, ?- J void Cleanup(void); // 卸载DirectDraw函数; F! A/ H$ o( ^$ n4 m # I( K) ?/ @5 X B1 k& F( g$ m% C# J 2 [: s* b' ~+ ~4 \& m5 P ; @0 ^" l: _- @, E' BBOOL InitWindow(HINSTANCE hInstance, int nCmdShow)0 F7 Y0 ]" M$ Y, J {- m" B2 v6 u# J9 ~/ D& ? HWND hwnd; // 窗口句柄; + g0 o: X0 R/ B9 ? WNDCLASS wcex; // 窗口类结构;# e b0 z2 X1 h 7 @' _1 o: [% `3 b8 t8 b, m // 设置窗口类结构;4 f; E8 F+ j* m. m/ d wcex.style=0; // 风格;( M- c3 r; _# ?. ^9 v3 v wcex.lpfnWndProc=WinProc; // 窗口处理程序; + W( ~4 e3 p8 h( O0 h wcex.cbClsExtra=0; // 扩充风格; * f9 Q O( a; P- y0 \ wcex.cbWndExtra=0; // 扩充程序;) W, }2 J; ?% x8 ^ wcex.hInstance=hInstance; // 应用程序hInstance句柄;9 f$ Z$ g+ C" C q3 t5 T wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;8 r1 c9 t' m) f wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; 0 E7 P" F7 `/ O" W- J wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;0 o' V4 {0 ~) ^ wcex.lpszMenuName=NULL; // 窗口目录; 4 l3 l' I! M9 S" L wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名6 Q* P( R% v+ i- ] // 注册窗口类;% y% T* f5 Z' o/ R. w RegisterClass(&wcex);, C8 T4 m9 f& G# z" s G. H // 创建主窗口;5 o9 N. U2 a6 s$ H1 B hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,) S" c1 r& v* M/ x 0,0,GetSystemMetrics(SM_CXSCREEN), 7 q9 R) Y- s7 y, O6 `* U8 e. N GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);& k( v1 x7 m' @9 f7 }* [/ \. \ if(!hwnd) return FALSE;2 y _1 a- R# Z% p8 }9 c* e ShowWindow(hwnd,nCmdShow); // 显示窗口; 3 u& C/ A+ N& B6 O UpdateWindow(hwnd); // 更新窗口;' Q6 Q) `$ H" r8 h) O 2 e- | W4 q3 A7 i0 P SetTimer(hwnd,1,30,NULL); " Z$ f' M/ o+ e ; _7 F3 Z j8 o% @ return TRUE;2 g* t9 o' }9 ~$ C7 Q } $ H4 q' H/ r2 [! H' }! W% T" @. I( ?/ T LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam). c5 b# J4 u0 m: x* Z1 N, L2 d @ { 9 G& I# N! L% `! G switch(message)3 E" {: O5 i6 y: p" t% c' S0 V { 4 W6 t% [) \5 o8 S* ^ case WM_TIMER: ) W" b1 X0 k* R) C3 F lpDDSPrimary->Flip( NULL, 0 ); - \" K% J7 B1 e0 E _9 B break; ( Z: i3 b! W- t/ h# q " r: P" f1 L: p" h, _ case WM_KEYDOWN: // 如果击键;, l6 Y- D' }+ G switch(wParam)" v$ F- y" D5 k- j& Q; s) d {$ S7 C8 x( `0 k/ u1 Y. b( A5 X* p case VK_UP:; A) v8 L/ @' T Hero.Way=3; + G G9 i8 S' y5 m3 S if (SY<=0 && Hero.y<=240) //往上走 , T) m g6 C) ^" s { " B6 D" J* ]. M0 O+ Z: C! E! Q SY=old_SY;8 C0 x' b6 e7 x$ C7 I/ Q1 ? Hero.y-=speed; ; P% L* ~4 B" ~, V5 p } z' |4 k7 [3 k* y l else if(SY>=MAP_Y-48 && Hero.y>=240) / p! R, k c3 v {7 E6 U$ @- q8 W/ y SY=old_SY;/ f* X/ i/ {+ _" Y" E. B Hero.y-=speed; w7 I+ s/ j2 B } * E- S* u6 A% x) R/ I else SY--; + l8 Y$ n" j; q- i) d* K ; P3 h6 I( t7 n' q3 r3 r break; 0 J) V# ]+ N: A" y" Q7 i! ^- D8 j 8 x2 s$ ~/ q) W( c case VK_DOWN:% x. K5 V/ n8 A6 S& [1 }) s8 s Hero.Way=0; ! u d7 V; v% H4 F" ]9 | if (SY>MAP_Y-48 && Hero.y>=240) //往下走 ( w8 q& Z- k6 C) c6 ~ {0 e' d% Q2 m+ ?( E M+ f$ J7 O SY=old_SY; ; Q" q6 G' i& L! z+ c0 p0 J Hero.y+=speed; # `5 {; |6 g# p8 I; k# }8 } } , ?; D. S/ V- C0 k6 |0 p, e% M, G, V \ else if (SY<=0 && Hero.y<=240) c/ H( b; a, D; w8 @/ ^+ ^ R5 K {4 B/ z9 T: c: N v SY=old_SY;$ o% U/ s7 U' [ Hero.y+=speed; 8 r A, b o/ _* D }: H$ Z# M& a. U7 I else SY++; + l2 _- m+ W- M( u. p9 x ) X3 G: ~- a) }9 _# F7 M break; 7 v# y" L$ M# T! i6 f' ] 7 f/ o* {8 K" p case VK_LEFT: 3 A0 \+ G, I& l; x( l& l# C! b Hero.Way=1;$ G) W9 C! F" Y3 _0 V. B- t if (SX<=0 && Hero.x<=320) //往左边走8 e( N8 A- T& k' d4 I) P* L. n {3 }; g% }) Q: F {, n6 l SX=old_SX;) ?' j8 f) R3 w5 C2 X4 B1 x! T Hero.x-=speed;: O. f6 i/ i* w } a7 E7 s; x+ K" K! ^ else if (SX>=MAP_X-32 && Hero.x>=320) d0 d1 C- C7 E: C4 T {9 a c9 i4 W/ S: [4 y% y SX=old_SX;9 q' Z1 d- J# O& w6 A. ~ Hero.x-=speed; % Q/ [7 B) M9 s }; r1 k- p% f7 E( V else SX--; $ X% I& f0 l* p . E W$ k9 G% {9 |6 S* d$ G7 V( X break; 0 e- E, l/ ^- g" Z% I' r ) u+ S, [0 [6 o ! N8 l: Q+ x8 R$ D case VK_RIGHT:* c, Y) m. {) Q' ^6 I Hero.Way=2; 4 h* {$ s, D- J' d/ O if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 5 s7 u9 V& _% j" y8 h C; ^ {4 s# c) w1 E) p SX=old_SX; ' x6 k+ Y8 c$ S/ \9 m Hero.x+=speed; ! C& ?5 n; m! U8 p }# r' `, _/ n1 Z! H else if (SX<=0 && Hero.x<=320) % d! R# V1 T' J0 h: P$ j {. y3 `6 d: u, W1 i0 q( C$ \* o9 a SX=old_SX; + G- q0 u: F4 v$ f; w' ~" l9 J' |5 V( X Hero.x+=speed; - b, n( N, w7 j2 `5 J* L' B2 A E$ D }& G% ~6 C8 E; w$ b5 D1 o9 N& i% N else SX++; . C4 Z1 ~8 b! e2 r9 X; Y4 q- L7 D 1 j$ G+ i- Q3 j: x: `9 \, `( g break; 8 k$ V7 O# {8 u* x8 q: h! {% ~" g } ) M$ s! i: a0 ?0 l! ~, K- c2 k5 i; G% Y 2 q4 K; W* s* }, l* f: Q* U1 @ Hero.Stats++; a, J$ N5 o% F- n' g. H$ h5 i3 b if( Hero.Stats>=3 ) Hero.Stats=0; 2 l( v) k( X& C( h7 J+ R ) S T$ V. d: N) f break;9 w/ ]8 ]5 r9 f0 k & r- T& ~+ _* j, h. y" j case WM_DESTROY: // 退出消息循环;- t# ~! h1 U Q1 | Cleanup();( E+ ~7 f( v3 W; O4 ?% T# T- G# U PostQuitMessage(0); : v$ Q& U, [# t0 c1 z0 d break;& k# `8 W% p* s4 u }" ~2 F5 `) q8 l4 O* u% M; f+ y7 o // 调用缺省消息处理过程;/ a* k; Y5 }! \* d8 E: P: I return DefWindowProc(hWnd,message,wParam,lParam); ; v# x; Z2 ?$ p5 P, a}/ T, E* t& l$ \* H0 F d 3 X4 a& n( r/ ? n // 本程序的最核心内容,即DirectDraw的基本功能与用法; V! f( P+ g! d% @. @- d0 J BOOL InitDDraw(void) 4 b3 \! G. v0 [" j) u { / o7 k v" }1 d6 ^! M; }8 x4 p! @ DDSURFACEDESC ddsd; # U2 S! b2 f" E+ b1 n" A/ ? HDC hdc; - Q; a' k% W$ M& Z! m DDSCAPS ddscaps;! y" z1 w# }& R // 创建DirectDraw对象;1 L$ I" I- P* l if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE; " j) V- r1 Q+ G // 设置为全屏模式;5 x% t& \" h5 l t if (lpDD->SetCooperativeLevel(GetActiveWindow(), + z: g( i! W# Y( p8 u; t DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) # Y7 p% b+ e9 U return FALSE;$ A6 \$ p/ T4 k // 设置显示模式;; Y+ \* {* U' I+ R* A: v$ ~% B if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; ' l6 f* s$ u! f+ V5 Y // 设置主页面信息;! H5 k v2 t9 c% O ddsd.dwSize=sizeof(ddsd); 7 I/ Y; R8 |2 Q4 ?# _8 U ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; 4 }+ n. k6 [) Z; I; I- k" }- h ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |+ h* B/ T$ J4 o" j, Z DDSCAPS_FLIP |+ E7 P/ o O/ A. t- ?0 t9 h DDSCAPS_COMPLEX; 7 n1 A( u+ t2 M; r5 C 7 H1 N9 @$ ~! R t( [4 P, s3 ~+ U. U ddsd.dwBackBufferCount = 1; - t4 q( k1 ^' c 1 M, j. W1 u. I: [) {. z s* ?& `, v // 创建一个表面,类似开辟一块屏幕大小的显示内存;: ]* s; w& W8 `% R; e8 ~ if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) + c% }% z; v; v7 L MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);+ X, C' z6 |- o6 A * ?. I7 a3 p% ^: T, G% l# m1 B/ k* O ddscaps.dwCaps = DDSCAPS_BACKBUFFER; & P' ^* |- _+ `* Q. \ if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) 0 Y2 P" A* g9 ]1 R6 l MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); ) R8 K, N( L3 T& M) V2 b5 } ! ]6 F' E5 r! u. V lpBK = bitmap_surface("map1.bmp"); ) W0 D ]+ Q2 D8 y lplogo = bitmap_surface("logo.bmp");6 `2 A4 I0 y0 n; x/ C lphays = bitmap_surface("hays.bmp"); 7 r: x: D% w4 Q+ U) Z5 B lpPlayer = bitmap_surface("PLAYER.bmp");5 w6 {! {3 r! ~; N% J! N( { DDSetColorKey(lpPlayer,RGB(255,238,187)); $ u# H8 Q1 P$ T, L% ^/ b ( E5 J3 V; C0 J* l; {; m) h return TRUE;, z f- r6 \- u/ j* L7 v }# T& D3 Z% h$ C: K 4 ~9 e' p5 o4 h6 v void Cleanup(void)( k, q$ ?2 Q( M5 w( I! Y" I9 j {" b3 x I0 S0 k9 L 4 }2 S4 ?# m+ Z; Z! ]2 G SafeRelease(lpBK); 9 Q% X" f& n6 u5 |4 h6 q' P* i4 W3 d+ G SafeRelease(lpPlayer); * {+ J) I a" {! t SafeRelease(lpPlayer); * Q3 y+ J1 u: N" w SafeRelease(lpDDSBack); : L$ E) Y N3 u- U5 O( r! s SafeRelease(lpDD); 3 L# e! [) P1 |! H8 A SafeRelease(lplogo);$ j. B' ]8 F* O$ D4 I( k * e8 Z! I6 V% }& S } 1 Y3 X1 z' t! C% d; u( V9 ~9 L% m: `% t$ h! m7 A7 N // Windows的主工作函数,类似Dos下Turbo C编程的main();' i0 t$ }% ^* R, J/ U int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, : x3 W( n/ l2 |% J: ?- s LPSTR lpCmdLine,int nCmdShow) 3 G' C& l5 I k' M, M{ ' J9 X5 p( I# G. _# s9 c4 p$ ] MSG msg;$ Q) n9 k0 Y1 M& O# X- s8 Q5 q % O, q" O+ T% P2 l8 ]3 j // 初始化主窗口;, f9 o3 W, S( c2 d3 y" O if (!InitWindow(hInstance,nCmdShow)) return FALSE; 9 i; |1 T# |8 w# a6 K5 C6 Z ; n. P i4 \4 Q' r. d: q; _ // 初始化DirectDraw环境,并实现DirectDraw功能;! f+ D' L" |; Q) r4 n7 P if (!InitDDraw()) 6 u5 p% Z, l0 |7 f1 _7 ~) V. p! Y {" I* F4 u, i: E/ T MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",7 p: }+ A' c4 d+ t "Error",MB_OK); K6 G5 r! f# W" Y& g5 J. N: f void Cleanup(); ' q0 p5 \: C$ b _6 z% L* K% k DestroyWindow(GetActiveWindow());0 @* C0 X" W8 C* b# | return FALSE;" ~" F( n& B+ P } ( @2 x0 W6 r) r" y' t: Q( L) v Gamehead();; ?6 h+ q7 E7 p2 k + i: S! ~) e/ Z4 u$ S6 B // 进入消息循环; ; L+ u9 j! B" c$ Y3 a$ i; f; z7 x: w while(1)8 {( f3 D+ q% W, ?/ |* I { 5 Z5 V+ _* T+ y$ z& j3 R if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) - w! [7 O, h' l" j+ w' M {) r* ~, h/ f6 E& r, {4 m, r0 S if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; % N& Z; C$ c3 Q0 V2 n0 ` TranslateMessage(&msg); 5 C \" a- e/ d$ P4 k( y DispatchMessage(&msg);$ r, G) p# { _+ T3 C } ; n* M: l U& Z/ e# b, e: R, x; Y else 4 ]5 a9 }; W& a- V: I( h% N% d$ A MainLoop();2 o; F- T1 |& Q7 _2 x* A8 M1 g } & O% G$ {1 @4 s4 T- d9 ~ return msg.wParam; # s d3 ?* y$ ?+ B$ d}8 r& L" U9 y/ b ( |/ Q- w% g- E8 a2 ?9 V9 x 2 ` ~6 n7 S' v" \# P5 |) \1 E//游戏需要用到的函数 7 `' T" b1 e1 ]0 p* I 2 S, ?7 M* |4 O P1 w$ I& J; f 9 N* N: T% D6 b) Y4 R' t* D & s8 m0 Q% z( B7 U" ]" d" N$ Y) Qvoid Gamehead() , B! U9 y: `. I: q! H5 @6 ]0 k{ : i1 z1 x- L; H, i RECT rect1={0,0,178,145}; ' G' m# c+ L [ int x=80,y=100; ) ~1 G& X, u3 E( d6 g2 i% r4 p int i; , @3 R2 c: p- k# i- m' G, \ 4 G3 J. q# }- f( ] lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); 1 Y9 z8 H1 N' [3 d; H. Z6 J0 n- U + ~2 G, X g$ `' V6 D for (i=0;i<6;i++) 3 Y, r% g, R, s" m7 S {2 s F2 ]8 i8 R. \: K4 r0 Z# ` rect1=GetRect(i*65,0,i*65+65,202);6 H; C4 n8 b- b( y4 Y lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);( {" V9 B3 }5 ^& v Delay(500);6 v+ f- j Z' ^" x& { e7 b: ` B } j! {- d8 ]0 W) n4 R6 p8 i6 i+ p , h1 r z6 d( [$ N/ n7 h# F4 |0 U8 v8 Z Delay(3000);; ~9 O2 B$ W5 B6 W3 ?. h } ( D0 {$ _7 U3 W7 C5 F0 v 8 m! V+ f' n' ~" | void BackGround() //画地图 : `6 j1 ?' c# m7 T{ 0 R2 m* K( U0 F* L int i,j; 2 T% @+ y" R U; ^# f9 p for (i=SY;i% g e1 b; h" d+ h/ l: l1 j for (j=SX;j( F+ o2 N: H+ f if (MAP[j]==1) * P6 T' a4 i, z% q" r @ { % Z- M) B! X5 r& s, C5 G# C rect=GetRect(0,0,32,32); ; O8 U6 y, m) n0 B1 F lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);7 n# g: M9 M7 l& U2 s9 ^ } 7 S( c, [7 }7 t- V1 n; k else 3 O$ f. F# |( u: e { 6 Y D6 W: M8 a- R" o rect=GetRect(0,32,32,64); 4 i$ @- F! \, @6 w8 o# q4 Y; D lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);$ L, D' I7 X9 M: w/ } }, h! s+ l9 j5 p }6 K% {0 M: `# a! g 3 J% h' ]- P7 i* p RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 1 F# u- [5 `9 ^. G- x& n' p {# u/ c6 i# H) r5 d$ O0 M- }* l RECT TempRect={x1,y1,x2,y2}; ' [0 i% C5 [% O2 ?, F7 r' o! R1 F return TempRect; U/ E2 | y5 O: u( o& z }$ k4 q- y/ I1 C$ T : m% e8 ^$ a$ J3 s6 Avoid MainLoop() //游戏循环 P' ?+ ]5 E9 M1 u( X: `$ x {9 q6 J1 z! q# f+ a9 O" q& ~ BackGround();& q6 I5 P0 ?8 C* e ~ RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};4 c7 Q i% B2 R+ P/ V lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);+ z$ X0 O7 d5 g' [ + m9 i$ W2 j; [ u8 q if( Hero.x<0 ) Hero.x=0;5 C- j; V9 V3 ]5 M3 G3 c" j if( Hero.x>640-32 ) Hero.x=640-32;% ]; s# D$ `! o7 | if( Hero.y<0 ) Hero.y=0; . p3 I0 u. U) a) `* W if( Hero.y>480-48 ) Hero.y=480-48; : C) f! j3 l4 J9 e8 p4 o / N \& Q0 s1 ]3 U( m Hero.old_x=Hero.x; / G" R; H5 D* t Hero.old_y=Hero.y; 7 T" p1 }0 _7 B |- D2 @' m old_SX = SX; old_SY = SY; ' E6 k9 ]- V& n/ A- S: N2 z# [$ i6 b} " @* s; O4 Y6 ~3 L5 y% ^6 A; W . g2 `' m9 y( k1 o) t8 ? + J0 y! B2 y ]2 E: Y P( Wvoid Delay(long time) //时间函数 . j' n: j' p4 T3 x( ]{( k% b. t# Q3 P7 t& m$ | static long old_clock, new_clock; //延时变量 , y2 f, X( c0 i+ h new_clock=old_clock=GetTickCount(); 1 m v. I8 N4 l/ F5 e4 Y while( new_clock < old_clock + time )6 z |. p) a" C- ?; Q8 r- L {; W; n# H- _, v3 J, X, g W5 t$ A; L new_clock=GetTickCount(); 0 k. O2 n& o' U# n: ~$ Z P }! a# L+ } j8 F- N3 X } - q, v# s; D, M+ o; s( B$ ]. ?1 j & Y3 R% ~8 E, a" n' _) Z ; x; ~/ E0 c- r% c$ t 3 G& B" H5 ~. v$ F1 w2 V7 P! N/ ]/ {- |* p& \ //下面是dx相关的函数1 ?' _9 q1 O! u, J' n) m7 E LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 4 y& x1 e% X8 C2 |+ H A: U0 N' A! x {$ I3 S l9 {9 _* @5 k HDC hdc;5 g, y6 X% l. h" B% Y8 e HBITMAP bit; : C2 p9 G& |. T \ LPDIRECTDRAWSURFACE surf; 2 D6 I& [3 Q; L f4 w . j% m# S- C! j& _7 F+ } 4 v+ ?8 l; M- F1 p; L" E , q& L2 F; g5 z; j0 D1 }$ z+ R bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, 3 u0 Q( f- @ z& v1 ?; p LR_DEFAULTSIZE|LR_LOADFROMFILE); 4 g. ?& [! D( @7 G if (!bit) ( G) j/ Z' b9 w2 E1 G, m m* | - e1 K6 y2 @; G0 c2 [( W j , p+ i) W4 ~9 N: \% I. A & N1 p4 c0 q3 B0 b, [ return NULL; : k8 b; v+ V1 t$ M, E% h' N% l : ]9 a+ K% |: i' ^, {4 a) f0 S4 g& Y" f7 q4 f+ M 3 C$ f* M% C) ?# d9 D3 f6 o" k$ b' J BITMAP bitmap;) R9 f8 y' _) H9 g: D0 ` GetObject( bit, sizeof(BITMAP), &bitmap );( e* H1 k- P$ G int surf_width=bitmap.bmWidth; # B7 f n& \/ b int surf_height=bitmap.bmHeight; 2 G5 t3 h- Y* O+ d" A/ C8 N# J V! x# S; m, @1 G( a / E! ^4 w9 U% c2 y/ C+ p. E! b 3 l/ m5 x8 T, Z: a4 B w HRESULT ddrval; , O, Q) e& O+ b6 ^ DDSURFACEDESC ddsd; 1 r; M4 X& i3 b* e' C. A) j$ ` ZeroMemory(&ddsd,sizeof(ddsd)); / W) Q) F. a& \5 W* J* Q ddsd.dwSize = sizeof(ddsd); 4 P( x) \% Z, N) L. v ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; 7 A0 [/ v( L3 m* P2 x ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; ) W) |7 h/ P4 p2 t. t ddsd.dwWidth = surf_width;; E9 ~/ g; {9 B+ a( V ddsd.dwHeight = surf_height; 4 X) ~% i) k6 {, |/ X/ l! b% A: v . T5 ^2 G) r) W* U" ?4 M6 k1 u) r; e- |8 J; j4 f( S ) s. D1 a! k! @8 t ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);4 h8 U& _0 I. F0 G# { , N8 a$ P+ a6 |" s 2 _+ s8 d% k, B! V/ V4 o U if (ddrval!=DD_OK) {( }: U9 u. g: U# `) I; D) ? & `, |" A" R8 y, W 0 e2 V1 G2 {2 ^& ^# \$ o0 `- |* c DeleteObject(bit);2 B/ D: O0 [. I9 r, D* H" L return NULL; % d# A0 S! g- N( D1 h! f, s ! w! `6 P7 y& ^ ~' M: B1 j+ M } else {* |( i# p3 ]) k/ y 6 u6 M' X8 X* m* t8 Z; J6 P& `) Y) [ - x) T" o3 d# @* ^4 x# z2 S surf->GetDC(&hdc); + ~! N U* S# X% U4 O. s/ w ' Z6 f3 [) v# V : {% G1 n+ R9 k( a+ j% D w* l( \ ) ]. L$ p6 }$ \8 ~: l HDC bit_dc=CreateCompatibleDC(hdc);( I! Z5 X! V3 `6 x5 m3 v4 _ + H, P3 j' |, b( A! ?+ F. y , E: f& E L) u& h, @, q SelectObject(bit_dc,bit);# ~5 e/ }5 q0 k; q# q ` BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);+ x, m. Z& [' X& {/ ] 1 m& u- s4 M6 ]2 o5 h1 q; f1 v5 e4 L& w5 v9 M surf->ReleaseDC(hdc);0 z. x/ R' J9 y7 N6 ?; S9 l DeleteDC(bit_dc); + f R& c- S6 {1 l) I6 L( ? } : v1 q- p5 T$ [6 F4 {: B* ?- s y9 ]5 O, N$ [! ^ + f8 H6 I4 @% i; Z H8 O# b* Q8 q9 i% d( m$ a ~" M+ R3 b DeleteObject(bit);* x) E( n: Y4 {9 o2 K% o ; U3 m- v( Z! k2 B . h& w7 D# a5 h$ n9 ^ return surf; 8 _1 k9 r) d& [ }7 ^ l$ u9 I: c} 7 J/ I; q6 O/ o2 J3 O# | % Q: a9 j" g7 {/ @( f1 j# R: K; K: [+ D8 X* G + q. v! {1 R& b7 l0 SDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 ! |( ^" z8 J9 N; S) u9 K3 j4 {{- [/ Z' k7 U+ [7 q# M, j! S COLORREF rgbT;* T4 |) h) Q! \0 P9 T- C E& \ HDC hdc;) s2 Q4 m6 v; R6 z: q$ y DWORD dw = CLR_INVALID; # t. N- s4 c9 W$ H* t6 a DDSURFACEDESC ddsd; * ^8 q: W' m0 J HRESULT hres;+ ^ B' f6 I( T' M# c ) Z9 ~) ^4 B U$ }$ {6 ] //: [$ p* d2 y) Y* d! C% q6 ~ // use GDI SetPixel to color match for us' l! t% w: X) D, O //+ c9 Q! T4 V7 p if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) . [/ T& c% b3 K* e* L0 c' E. i) B { |! Q: e9 M/ u! w6 Z, ~& Z rgbT = GetPixel(hdc, 0, 0); // save current pixel value ( n: }. d$ L5 ], {' y* N5 A SetPixel(hdc, 0, 0, rgb); // set our value ' d! N) Y8 e) O# |4 X8 V pdds->ReleaseDC(hdc);$ g8 |* @0 i% H }: z, z/ T/ H. B0 o " b4 b4 E. R# \' v0 i2 y //9 }- a1 w M' _) X // now lock the surface so we can read back the converted color ) Q2 M1 `# @7 L/ B& q0 J' a8 O6 V //7 a# i2 K1 q5 d& m( A1 g ddsd.dwSize = sizeof(ddsd);3 k6 M, n4 i) p- O q% O4 c while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)" ~" k# x- f" o; L/ D ; : Q3 V" D4 Z" [. P- B9 T& F0 C" v! ^/ M* V7 I a if (hres == DD_OK) 7 m) S7 F1 c* V { |+ |5 i7 N; [" f dw = *(DWORD *)ddsd.lpSurface; // get DWORD ! I3 `) S! G/ [, H% V6 K dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp 2 h& k, H9 R$ ^/ U; p pdds->Unlock(NULL); " K. O2 D# {9 q/ P4 _ }% X1 J3 a3 c8 ~8 Z1 n* s; \ ( ]) A: O4 q/ J8 Q // 2 P( f; a0 {. Z( R# | // now put the color that was there back. d# m) \" a. z- H, R/ [ //6 s ]9 I% X' G3 v$ { if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) ; Z$ \9 a$ s. p% u2 a6 o7 B {; C& N4 O! V0 m% P5 j$ m7 w SetPixel(hdc, 0, 0, rgbT);7 L* H9 U( e) A/ m pdds->ReleaseDC(hdc);1 d0 b& ~5 y' U6 k2 p7 N) a3 O } 8 t# r# U- ^9 B* V; u ' T9 c* L% v0 t% y return dw;$ V# e3 \9 A7 b7 m- @ D$ o } % S9 y" c5 h7 {- s ; o6 ?- F: }& m3 d+ P* B( I6 ?/* 3 N. t, F& x% K! d5 c * DDSetColorKey3 x0 u+ t Y- _ * 1 Q" ?3 K# @3 a* I$ Q% h * set a color key for a surface, given a RGB. . y9 X' q3 H% e0 |& [+ {' K# E * if you pass CLR_INVALID as the color key, the pixel$ p T5 r7 \# ~. m9 n5 l1 ? * in the upper-left corner will be used.4 r2 ]7 b& S1 s" Q( o) t2 C q" ~1 { */ & W" P4 F+ T% {HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 / ~2 \# Y: J; X; P3 ^0 ? { d% q1 O2 O) O# Z1 m$ K# W DDCOLORKEY ddck; 7 \2 m |: t2 b# |1 G " ~! N2 v: ? f! O( H' S9 i. S ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb); : ^8 T& h; a# p" S- E n+ m+ t ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;4 k: z9 w& r" T! |, C return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); + b9 ^2 [$ B3 o' V9 i: W# `}& F' v/ R& Y2 x% q6 J7 Y ) m9 r% w6 o3 @7 l( }& v 7 z( i6 a1 U, Y1 i) b6 }' ]9 C& d 1 f0 Z' G. ^' L9 ` 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!( q$ y; m$ p; m7 m7 S& I6 E& _5 M2 B. \ 游戏下载地址 hays2002.51.net/game1.rar + W! x& G( H/ y* X& A$ ~
    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?
    $ Y4 r  w7 K) F8 m# V& }4 D6 i  r# m8 J1 m" d0 f0 J- q* q
    还有,代码中混杂英语和中文注译,我怀疑英文部分不是你原创

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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。
    ; ?* J! b8 I- u/ C* i# b$ Q) w, D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:
    # K! d' J3 e* t. R& l+ y绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
      {; c7 B$ R& V6 \( l4 d* U
    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
    ' w; e) V2 i3 D+ m  @1 C
    ( v6 j$ p# q2 ~1 Q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:
    5 M; ?6 p' K6 t绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    : O4 B: b0 M+ y! U+ v0 i' 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。
    # h. |  u4 {3 x8 a8 P! m& K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。. c. m% ^7 ~, A% B
    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。
    9 P" Y( I0 W! Y, k/ |2 \: d. o$ n1 I# Q7 M# [

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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
    - C; @9 _) _3 V) ]+ Y+ h7 N另外好像是用mfc还是什么的,mfc总是把我盟在雇里$ ], J* }! d' R# H' A+ p
    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

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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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