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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 , W! }/ \9 |3 r8 D8 U+ c #include // DirectDraw所使用的头文件;$ h3 d! N, K7 O7 X+ T: p #define MAP_X 64 & n( F. |7 i& K1 U/ U8 Q#define MAP_Y 48 7 p q" \6 ^7 ?) `+ I1 X% `5 ^// 变量、声明函数;) M% r/ ]; H0 O+ ^( Y, P LPDIRECTDRAW lpDD; // DirectDraw对象; # c3 l, k( Y( f b s$ o8 T* o1 sLPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 ; i" v) h3 G9 K" r7 d# g5 @* X5 mLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 1 X- L' S# W4 E1 S: f/ n4 t$ vLPDIRECTDRAWSURFACE lpBK; //地图页面 2 R8 W% w# s6 p' E q+ bLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 1 P! p S% o! k& D% O2 s8 [5 Y LPDIRECTDRAWSURFACE lplogo; //logo页面 1 M+ e" y6 \9 M- `LPDIRECTDRAWSURFACE lphays; //海斯 6 i& W, ]0 Z' m- R5 z8 K: {7 ?0 m1 [8 @8 w7 [& a int MAP[MAP_Y][MAP_X]={ 6 ]% [0 W2 T$ t9 j% _{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}, - U v+ z; p" ]1 Z+ a# E{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}, " |$ G& c5 t' d8 Y0 ^, S$ Y8 N( 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}, 4 Z/ n% I5 A' s# y+ \+ n{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}, , x5 r X$ C! d1 w{1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, 1 Y; m- } [; B% ^# y2 X{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},$ \2 Z7 m/ r$ d. Q9 `: J9 ] {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},6 R+ b; a# Q5 N {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},+ _, [; B7 Q+ j# @1 d7 X% D% r, d {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}, ' d( A7 {% m4 Y3 p/ N0 c/ 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}, 4 c4 Q% s6 n' |8 A; W& E9 `{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}, ; ?) A) s/ y( @6 H4 s{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},! k- ?& v7 m+ [, e- u9 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}, % p6 _% B1 }4 N$ 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},! ?' g( M) L8 j6 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},, y# ]( i' O9 g ~* W* E- H7 n$ [6 U {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},( A" E* N1 d4 I, ? {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}, ) W: R+ _/ J8 _8 S3 G. S$ ~3 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},$ \8 Z8 E7 O5 }; s. G! 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},# H5 e D5 I8 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},/ C, c1 x) w& {% Z: v$ 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},/ a" ~2 u) v+ }' b' 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},) o, E; n1 c; K0 `6 c {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},/ b9 b" u$ O3 j; z3 a4 H, I! Y {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};% H# ]1 Y: p6 B1 I! G; g$ J( F% ^" r , M5 n# Y4 q) y * S: M: C7 q oint SX=0,SY=0; //地图坐标 ; {# ?& T8 D; v |6 p ( f/ W4 M% M" q. U int old_SX=0,old_SY=0; 4 Q# m# e/ l( W5 L V* b' u/ J 0 _2 O9 ]% _' {3 y) k6 _" K1 ERECT rect; //blt用的巨型 6 N, B6 ^" m/ k& Yint speed=10; 3 v0 D1 t' Y1 \1 t0 z$ e# W& V4 ~6 w - L1 v* v/ {$ j: O$ k5 ~! @typedef struct{ $ E! U. V7 r" e! F2 lint x,y; //当前坐标 " J- N! `7 Q: M5 |) iint old_x,old_y; //旧的坐标- [7 m- g, S. F% f int Way; //方向 4 J4 I: @+ m* r0 x( {, Sint Stats; //状态 9 k) C; f8 W' w+ Y5 Z, s}Role;0 ^& j8 L/ `/ S6 r 5 p0 ]! S7 |; n. X9 j; o% h Role Hero={1, 6 b+ Z* L) r/ [! l( K 1, ! |* n! q+ X, X" p$ J; C 0, p% i! X5 W' ?. a- M6 o8 R 0, ' d* ~, v% x) b- I0 W, W/ U5 i& P3 C 0}; 2 I# J" Z7 ^, M X, q. }. j& c 4 a& i1 p" L/ ^) Z' ?3 E - v# z1 t, H [3 d. N 2 I& x2 h( X8 Z ' E8 ~9 A: R* | ; ]& a w& U- m3 E7 a //函数声明列表 9 A' }$ z6 ]( k7 [3 K 0 I: G5 h% o! \6 a; k3 VRECT GetRect(int x1,int y1,int x2,int y2);6 w$ a, q+ v; n9 l+ J7 n$ v/ m void MainLoop(); ; C9 p- P9 D2 ^. O% g& Svoid Gamehead(); ; ~* M8 D7 P/ o' W( K7 i7 s; ovoid BackGround(); 0 {, B5 @, Z" w( k! ?# MLPDIRECTDRAWSURFACE bitmap_surface(char* file_name);2 J6 k h1 G3 Z2 `$ a- u DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); 0 Z/ ?/ V5 D6 k( N% d uHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb); % u! k$ s# m# O1 b, d& ILRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); 7 I# t; f. d2 v/ Vvoid Delay(long time); //时间函数 ) e% m Z" C1 z+ N6 C9 E' S! r+ k BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; ; |2 F4 M# G Z4 \6 t4 CBOOL InitDDraw(void); // 初始化DirectDraw并且打印字& V! Y1 T: d I5 R& w #define SafeRelease(x) if (x) { x->Release(); x=NULL; } ' O2 I7 n/ V C$ L* j7 Fvoid Cleanup(void); // 卸载DirectDraw函数; # ^' } r- P! S- `# c2 r% Q % c- P# Z1 N0 p3 g: U : v9 n1 L0 u5 s; @6 X, f" e & v- ^4 ~1 K; k$ D8 \0 zBOOL InitWindow(HINSTANCE hInstance, int nCmdShow) 8 b# \# k Q% I8 x, T/ ^" z$ t/ B{ * Y3 V% {. H8 K& F# Q HWND hwnd; // 窗口句柄; 2 p4 P( e6 w+ T2 z0 O' I* K WNDCLASS wcex; // 窗口类结构; , O6 o; Y' d q0 N- h3 X. M# v+ F, _3 J \6 `6 t0 X; i& R" |# i; x // 设置窗口类结构; 6 Z4 h ]$ C; H6 `% }" E wcex.style=0; // 风格;% f! W f7 h/ f) x( c wcex.lpfnWndProc=WinProc; // 窗口处理程序; 6 c/ o0 i1 _: s9 q' {! B wcex.cbClsExtra=0; // 扩充风格;( {4 ~7 e9 X J wcex.cbWndExtra=0; // 扩充程序;" i1 p4 Q+ Y5 B- C. e8 l wcex.hInstance=hInstance; // 应用程序hInstance句柄; 4 p" D( A7 g' C" R# |. A& g \ wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; + c7 v* d- M; O' {, V wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;9 s- g6 M' a/ Y wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;6 G% p! W$ p( B$ F2 I: W+ P# D1 I: e wcex.lpszMenuName=NULL; // 窗口目录; s5 `+ Z5 P% W wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名4 f" V d) S5 i/ `& B // 注册窗口类; 5 P( ~' K* j) b; K' m; i- R* ^$ ^( } RegisterClass(&wcex);% x [+ d6 H% k# F // 创建主窗口;7 K' E8 i! q' V- U5 }# K hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, # T1 t3 K" \9 F1 c% } 0,0,GetSystemMetrics(SM_CXSCREEN), - H6 Y7 _1 R% h" z* ] GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL); $ H7 n, b" Q1 C9 ~8 ~5 @) C, j if(!hwnd) return FALSE; $ w/ q3 S( T, l7 S) M ShowWindow(hwnd,nCmdShow); // 显示窗口; - x6 Q7 f: h# r+ T! U: U UpdateWindow(hwnd); // 更新窗口; 7 {) U$ ^8 S+ n# | + V8 s* q. l1 c SetTimer(hwnd,1,30,NULL); 2 b [! {6 S: X6 k- ~2 N# x1 G/ o' m# ? - @0 Y+ Q: b' x% K return TRUE;, W& _% b( @/ K. N }! M5 w6 e0 T2 a8 d" \: M. ^ 0 R" n: h) X# ~ ? LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) & Y* K. W6 p7 r1 J+ Q{ 8 b: `( d0 u8 s" l* p switch(message)& j9 i) f6 g7 e% y6 i0 U0 m {$ q! b2 `, h# m4 ]% s X case WM_TIMER: . E" z5 Q" p* v q* N% p2 _5 F lpDDSPrimary->Flip( NULL, 0 ); 4 Z( L) B# d7 G/ s break; ' b+ E2 V' {) J! l0 x / d9 z# p- g/ ]& g: j1 \ case WM_KEYDOWN: // 如果击键; 5 p! o9 v% v/ y9 f0 C switch(wParam) 8 k9 ^2 k5 J3 D# u2 D- F9 \ { % I8 R9 g8 t' U case VK_UP:& b4 k3 _2 u6 M. s3 ]8 c Hero.Way=3;: R& W$ ]* ? i/ { if (SY<=0 && Hero.y<=240) //往上走 6 K! w$ {* t" n$ e {/ h: t+ `' ^) e G( U* {/ Y SY=old_SY; 9 D! E% l) X8 t' b( Y" Z& p Hero.y-=speed;; Y3 T7 {" f# ? O: C" h } : d) S+ l" W' y3 B! p else if(SY>=MAP_Y-48 && Hero.y>=240)" M* `, x: Z N. C; Z {* d, i+ }' s0 z* H( _. m5 V6 A, y" f SY=old_SY;, K7 W/ l7 x6 s% o- w Hero.y-=speed;5 E6 I( O9 c( ^- q0 ~2 [/ t } 1 |- _7 _4 z4 P" w: r" ~ else SY--; + q0 {1 x" [. ` 8 J5 h" z/ a5 E- `3 q& @ break; # G5 H$ P8 C7 ]+ S: J2 B$ E % t# Z" P3 F4 B! m _! I$ K- p case VK_DOWN:/ [% [& u) e# O# D+ z' M Hero.Way=0;& M t0 }7 m/ E# n1 H; t if (SY>MAP_Y-48 && Hero.y>=240) //往下走 2 {5 P$ ^ Y+ M {2 m2 l: Y' |+ A1 W SY=old_SY; , H4 J' X9 q# y( H! T3 J Hero.y+=speed;$ R5 @) [: @5 b/ g+ S } . O i) i, R# O4 t3 B7 h* t' q else if (SY<=0 && Hero.y<=240) ' s5 J U6 l3 G6 H; M { 8 f3 }* |, S0 O* i x6 ~ SY=old_SY; 4 ]4 [' b7 P( P$ X& [ Hero.y+=speed; 9 [, Y* ]& g9 ^' Y+ ^2 V. m: g } v, ? k2 K9 q else SY++;6 |. Q3 e# Y% f3 g 2 }' C% ], W# J9 A% Y$ d break; ) j& `# R) d6 ]/ e8 i - b! M" ]8 i( } case VK_LEFT:/ I, V9 I0 Q$ t4 A1 m6 @ Hero.Way=1; " H4 t. V3 O1 s0 k if (SX<=0 && Hero.x<=320) //往左边走9 n8 r; x9 s% P1 b$ W6 P: } { - v2 H" K1 z2 _- r; b8 j SX=old_SX; + t0 G: p0 H/ k; {0 f Hero.x-=speed;0 m' i5 U( D6 R' v } ! o i4 \; s* u' d9 t else if (SX>=MAP_X-32 && Hero.x>=320) - W5 Q! i3 L5 i) p _9 Z$ n {% s( }, A; b5 Q! F0 L- s3 q& }* j7 X9 o SX=old_SX; : m- R/ x4 c! Y Hero.x-=speed; ' h% l% y' a* q* V, O. X' q$ i8 Q% X } 3 K; J6 H5 ^: ]1 Z: |8 n0 n0 @ else SX--;4 a' n2 n. o# j- m" d" z+ f * I/ m+ I7 i* }0 G. V8 \0 e break; / o7 v0 s" x) \ n+ v 5 h% x/ D; K* I" X S4 e3 a ) p& ]# e6 E. T9 J1 U5 \- Q case VK_RIGHT: / j' }1 u1 Z. U Hero.Way=2; % H$ ]4 x8 W% V if (SX>=MAP_X-32 && Hero.x>=320) //往右边走7 H* J6 y* i ^/ j. ? {3 {; X1 x8 N% k; I6 { SX=old_SX;& R; \$ w" }4 q8 C" b( } Hero.x+=speed; . Z8 J& @* q4 \: o } 4 F) E* M: n9 e' @; Y% y& K7 P else if (SX<=0 && Hero.x<=320)1 g3 r8 | O( [$ l% Y { + F! M( ~6 q1 Q X SX=old_SX; `3 D" z" Y# i! e7 W Hero.x+=speed; ! x/ _: J+ _9 K( B2 K! [. o }0 `# V1 Q$ A( D- j else SX++; 7 n$ G5 g4 J9 \: h' s' L 8 r4 m5 ]- G) D* c. I break; , w. | W1 q: O } : z# x! a- O8 N- g ) }: A# C" e" d& o% f 9 X6 N; k, ?$ r+ Q Hero.Stats++;9 @* ^0 y! U! N9 k4 p7 m5 j' a5 }7 W if( Hero.Stats>=3 ) Hero.Stats=0; & R# P2 |) O& K" Q; v. ] / I0 Y" X9 r, n break; $ g/ h& X% C6 n3 o" l # G8 p! L) o1 P9 k( ^6 s/ S case WM_DESTROY: // 退出消息循环; ; t) o- \, V) G" E Cleanup(); 9 L: Q L9 X( v# K: g PostQuitMessage(0); # T3 @* V; q6 _ break; 9 T1 b; u4 H+ {& d' O! { } 0 |' P: s0 w) ^) K- J // 调用缺省消息处理过程;7 Y7 X' H. b* [ Y( k return DefWindowProc(hWnd,message,wParam,lParam); % I$ c) S$ B& b) a) W! z( W. h}! S: K5 m8 K3 R3 [4 k( i 4 \. R1 G% s" Q: ?5 [2 _2 N- W3 q// 本程序的最核心内容,即DirectDraw的基本功能与用法;8 b3 S4 O0 ?2 G# H- z) j2 c BOOL InitDDraw(void) - p B( I! C% l! u9 R- g { 2 V6 G8 k6 P5 T. e; y% E, R DDSURFACEDESC ddsd; - X V2 ~7 ~. o2 s ^ HDC hdc; 6 o4 f: M6 t4 m6 a DDSCAPS ddscaps; 3 A9 [$ n) |2 S) x9 |/ U // 创建DirectDraw对象; ( D" `: j+ D8 N! | if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE; 3 X L7 ^2 W( O" B: J( }6 P: @ // 设置为全屏模式; 7 V' `! g2 m: U- a, N if (lpDD->SetCooperativeLevel(GetActiveWindow()," |3 A7 G# Z2 L" O8 e& a% X DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) * l$ U; q d0 a' O0 x. E return FALSE;; h' z3 D( L* N+ R // 设置显示模式; 0 x# n, r) {$ G0 U) |$ \* G- G if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;! e% n* L- c( T0 G7 j2 C+ \ // 设置主页面信息; ( O" }5 G+ D% `, ~ ddsd.dwSize=sizeof(ddsd); + ]& G0 q& T$ a" M* v% L5 ]+ U ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;) ^+ Y! P! x" P' X$ P3 r ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |% f" f B# p' K* i2 i- N" E DDSCAPS_FLIP | . m+ x9 K$ C/ x* E2 I DDSCAPS_COMPLEX;, r6 |8 S& x7 t% X9 n # {9 f2 ]& Q7 O& Z# y/ [ ddsd.dwBackBufferCount = 1; 5 F( _+ A6 @# F" i7 [ 9 l/ |; g: T1 \9 { // 创建一个表面,类似开辟一块屏幕大小的显示内存;) Y, U1 p) k- ^7 N* t if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) " p |- s$ r, y! w, F MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 5 l1 b! L$ H0 E1 c! K6 Y4 u, Z9 t o8 l" V7 {. U" V3 y9 H( g ddscaps.dwCaps = DDSCAPS_BACKBUFFER; 3 O e6 y+ g$ t( q @, b if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)0 G; L0 @% R' Y0 t5 n( o& V MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 9 E) R4 h- N& B1 S7 e 5 g/ Y: K8 Z/ I) U6 w lpBK = bitmap_surface("map1.bmp"); S: G7 ]; |# l, Q lplogo = bitmap_surface("logo.bmp");) e4 L! i& f2 r% ~) q1 { lphays = bitmap_surface("hays.bmp"); ' B9 Z& ]+ ~! k* [/ b8 l5 z lpPlayer = bitmap_surface("PLAYER.bmp"); # A4 _9 J. q1 J/ p8 F- @ DDSetColorKey(lpPlayer,RGB(255,238,187)); 5 O h7 Q9 }3 O% `+ R ! S5 y# e& \. |, Q) q return TRUE;. J( R/ G. f5 m& |( ]- l } l- R+ q' x9 E# | $ k7 n7 X, h @. xvoid Cleanup(void) ! `: y4 B( X$ H- z{ 2 a% \" \4 T( R D% d! N L. C* O( F: I& F SafeRelease(lpBK); " x( i" w* }5 m SafeRelease(lpPlayer); % ~ I' o) m- ^3 B, D: ? SafeRelease(lpPlayer); 2 C& |0 P! q( j$ L5 f+ q% |8 j, A: `9 | SafeRelease(lpDDSBack);0 I) L; F6 j8 ^/ i7 M) X, r SafeRelease(lpDD);+ p0 ]/ i$ M* U6 A, l; V SafeRelease(lplogo); ) }5 B& O' U! |8 M0 D( B I: L% p0 l: B' e3 x }/ O4 c! q* w- F D3 E8 S, v8 C( G 8 n2 P) b, I* Q7 B2 Z/ ^- N// Windows的主工作函数,类似Dos下Turbo C编程的main(); / d$ \+ K: G5 v n+ sint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,. i* \5 |2 E% d$ ?3 L6 H: I2 { LPSTR lpCmdLine,int nCmdShow) : X4 y) C0 I) z& E& I" {# n{- e0 y( n; S8 U! }( ` MSG msg; + E! I9 l3 h) j6 X" A1 `7 Q ; Z' D1 A, S: d- I* r2 H // 初始化主窗口; 2 u+ _" |5 O& E# l if (!InitWindow(hInstance,nCmdShow)) return FALSE;0 k9 H( V. v N- n% S5 R4 Q" [ - K) v0 o: g6 N' s! I% A // 初始化DirectDraw环境,并实现DirectDraw功能;1 J; W) z# {9 ~ if (!InitDDraw())! d- a% v8 v* d: x0 U) }( d c {; Z: C$ {, Y0 M/ _ MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",! h* }, v. |4 r+ u+ R "Error",MB_OK); # V: Z0 Z4 [) m: p- U! i/ G' ^% p void Cleanup();- t9 J! z6 Y; ~+ u& Q0 O- p DestroyWindow(GetActiveWindow()); . U) @; f4 K: \4 E return FALSE;& N; j$ N8 w2 G) E& V } % {1 O0 I& I7 r9 s Gamehead(); 8 h+ Y* k& R3 |% C5 X* I ( E4 }' F7 g3 r. @/ j // 进入消息循环; " X. t: _4 h( l$ _) W* y while(1) 0 d, n7 D4 F8 d& |; y { & P. n) p. ?7 U' j \ if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) X6 @1 @6 l/ K5 a0 \ { ( s" s! c2 `9 M if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;6 y" J( Z3 ` K TranslateMessage(&msg); ! k% A3 z, a( E; E9 g# M DispatchMessage(&msg);# I8 G! X6 v5 r }/ r. @# L1 \, r; t+ D else2 `' f6 x, Z# X MainLoop(); ' ?' `! H* [6 Q+ a0 d* F' }# t7 T' r" z } ) R1 @. ~ t& Q/ J return msg.wParam;& h2 c- Y) |5 W }; G# j1 e, n. q) N* @$ N & d0 N0 S& S% ?2 a/ Q6 G; \0 o. c* H( v //游戏需要用到的函数 ! {0 r G Z8 i, X1 x9 w* ] 1 Q' t$ U; v8 A( g6 T. e( t- e0 E9 T( P7 ] 1 |. c( ^! I# f void Gamehead() . \5 S; k* _6 H% w. p4 @0 L{ ( s- m5 P6 B( X) l: q RECT rect1={0,0,178,145};: x, s. b* G5 F3 [8 A g int x=80,y=100;) k( c+ x& {/ N3 |% h/ P int i;2 x* ~6 m) Y6 j% T2 d . t+ f ~# @, n* F7 N# O( i lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);8 ]' x2 |6 N- d' i ! B/ o$ B* z% F: i; Q' S4 D for (i=0;i<6;i++)# k4 S9 \4 C6 |: [( Q/ ]% y { & k/ {9 h6 S9 R; O# c2 H! T, P rect1=GetRect(i*65,0,i*65+65,202);: z; b6 L2 ]+ Q8 f5 \ lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY); ; Z* W, ?5 D: T9 I; j Delay(500);" A2 P! S( u$ w } 9 h$ T7 G: U% d- W; r % @- J% K. a& g Delay(3000);8 p: L# ]) ^, F2 V1 L } " M; ~0 m5 j/ t3 N8 B 3 l5 O6 N; Q( Y) p void BackGround() //画地图 9 C2 i/ r& s6 \! _) K# B {# m1 l/ }) J! |3 Y; V. B int i,j;0 _* c& v- [+ T- \ for (i=SY;i( ~3 E9 ^- S9 \ u2 v& \ for (j=SX;j/ C/ n, C n4 ]- ?9 i4 c3 d. N if (MAP[j]==1) ( j* A' \$ |) w, v0 M { : n7 l( g! V( s2 J rect=GetRect(0,0,32,32);0 t- l! E$ W- ^5 [- @ lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); ( C7 H. t$ r. [3 |4 F d6 m ^4 c } ! R0 [% d6 }, x, A else + M& j+ N; X3 r, _/ A { " ?3 h0 s& |4 G6 e2 R rect=GetRect(0,32,32,64); - x; q# _ d6 |* j' h3 |# R lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);+ }8 M% \8 T# H$ ~2 K& n" B, w } 8 K9 o! i+ b# R0 V+ D} 1 ?9 n0 I' D* O( F* R. g- x ) I$ j% S. _1 j9 QRECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 4 {4 H/ U6 {) i { * k9 B- g% S* E) D9 S5 {4 e RECT TempRect={x1,y1,x2,y2}; ( Q& D* F7 n. Q; Y2 z6 ` return TempRect; . X6 \+ C, ^ o v* W# r, v$ J& r* P} R' E7 T$ u- R $ ~8 q; L, ?" a7 k( Jvoid MainLoop() //游戏循环 / h, @+ j2 ?% U/ F { 4 a4 o) p: F9 O- B BackGround(); ! L) T# l7 g/ R6 l( V7 R! [0 f f/ U RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; , C+ [" N* b1 C, m lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);% K1 }" v0 ]+ d! w2 B) B0 d 7 m7 x6 M# u- x6 Q if( Hero.x<0 ) Hero.x=0;( S) l, Y3 v& t/ m if( Hero.x>640-32 ) Hero.x=640-32;. e3 }+ V8 k- `% y if( Hero.y<0 ) Hero.y=0; ' n8 Y0 e& }2 I! Y6 Z8 }8 k% H if( Hero.y>480-48 ) Hero.y=480-48;& X0 }" U: r2 `# C8 c$ b " j: X8 B A, Z p5 F+ A2 N Hero.old_x=Hero.x; $ t8 U6 l! w9 A0 m1 _ Hero.old_y=Hero.y;' I3 S- C B h6 w! z8 ] old_SX = SX; old_SY = SY;2 d+ r% u) X8 ~# ?, U$ B) O } 6 K4 \/ c9 H6 g' M7 ~ 9 D, Z3 h ~1 @$ b0 i2 W8 o+ Y5 T( S7 T+ }) F" Q& h0 V |8 k void Delay(long time) //时间函数 ( R, ]( R5 V" X: p0 h, ~ { - d: H2 N" P5 g static long old_clock, new_clock; //延时变量5 W( e/ V S+ \+ |% H+ F! S# b' a new_clock=old_clock=GetTickCount();8 I( I0 s3 A$ r4 M& t) c/ y while( new_clock < old_clock + time ) 5 h4 `- Z2 j" r {, d5 b2 d: t/ t: t new_clock=GetTickCount();, m o. G6 d, k( F8 F$ b9 ~; B } 4 u. q+ {% d9 F) {( E, P. ^} 0 y$ D2 t: q5 J' W+ Y, i 6 q" D$ S4 n, I6 u$ x: U, q% h' D; a5 Q& z }0 P! ^# X+ C( j9 a5 p/ h8 E F( \3 t( r) X, t8 ?& J 5 n4 z* z. |& d# U+ t) \//下面是dx相关的函数 ' ^4 D) l0 J# E- m3 TLPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 * z: F' K: i* E4 R" k7 U5 c: G{0 o) B4 F0 B# N2 q5 s% T HDC hdc; $ d0 h8 r6 G) | C, S1 x HBITMAP bit; , X0 ?0 a6 b* n2 \- f2 C LPDIRECTDRAWSURFACE surf; 0 e5 p" `) L( K% G2 H: s6 N/ N3 i1 w* @% F% H7 j; ]0 e2 A# @8 k4 q 6 ` b5 \+ K, Q* V! B7 p& @9 L, U/ [8 c6 f2 b: y$ T9 a8 R. }4 n bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0," M _1 b- J+ q% Y# Q5 ^ LR_DEFAULTSIZE|LR_LOADFROMFILE);1 m; Q7 K; _0 g6 m. { if (!bit) : [, H0 [ b1 I, J # e# ?/ M* j2 S 6 Z4 A8 j, `9 ~9 n# e; R % s; G$ I: U! W' V& p' A4 L! J/ ^ return NULL; & {/ e. S1 `8 n* L$ C* {# x# t4 n% x/ J# {/ @/ _5 m% |4 W ( J7 ]- ?% ?5 n% p( Y% j# L; S! b7 i$ p: G) h5 V BITMAP bitmap;$ l, ~ k5 `+ E GetObject( bit, sizeof(BITMAP), &bitmap );5 a+ L1 L9 J1 I! F' U int surf_width=bitmap.bmWidth; % m" P( `; [2 I! p8 n int surf_height=bitmap.bmHeight;, O% Y+ K5 Z, A . {! \2 `( J. s6 L, s" n7 b" O) E- _& x+ i }, n: M 3 Y* J% z6 y! x# B HRESULT ddrval;% h1 P! m; B. N2 g! \6 s DDSURFACEDESC ddsd;6 O, ]) z; Z( r' f$ S ZeroMemory(&ddsd,sizeof(ddsd)); 5 _# Q- W) c; ~ ddsd.dwSize = sizeof(ddsd);/ O' I5 D$ a* s( k ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; % y" k$ j1 m, z* M" V ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; l& B% k' F5 D: Z ddsd.dwWidth = surf_width; 9 b: y: R% H: }# l ddsd.dwHeight = surf_height; 0 ^3 Y4 d* {; L$ k, b" f) B' w, H( y/ D4 V- h% J- b$ R0 k7 s/ x 9 [) b y) U3 E& ?! U& j; v E( g: W; R: ?- a# r. @ ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); : s& u# P& {) ?# N. T: t* f , s# G9 R3 {6 f$ d" O* o + f, H. D. _" s3 N! E if (ddrval!=DD_OK) { - F. E5 x" a0 }0 c& \9 J3 A% T 4 ^% T/ \ u0 F) T* ] ; {) h$ q1 h2 C DeleteObject(bit); 1 |$ h1 N4 D& ^2 A* n. Y" k return NULL; " w# `( N: Q1 v- L" R! R/ V5 l6 x" }" B+ C } else {2 i7 G' q- H3 n: b2 n8 t+ g/ n 4 x* W5 H& e- ]3 V1 c* }+ y3 h1 Y } surf->GetDC(&hdc); 5 ?8 {" i. }! z4 @' x% Z) [+ C/ }' t$ o& K: d6 R + |% v7 }. P6 m0 F# ~ $ H8 j9 |5 p5 a9 j) P) w HDC bit_dc=CreateCompatibleDC(hdc);$ [: y& B& [; |+ {1 Y / i, i9 s4 b) P! C8 v9 c% C ]. x5 ~& @ SelectObject(bit_dc,bit);* {1 u0 h. Q$ D& o BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);0 @( m5 f) ~9 J 8 f% W! j. c, w) c$ E$ r: n; T& E surf->ReleaseDC(hdc);- P- W3 Z. R4 ^ DeleteDC(bit_dc); ; l* @# U: `+ u7 a" T }: t* B( G, _+ J. Q ! _( Y( x, ] F1 u+ L: K9 B( j9 w8 b/ e6 g ; X: k: a& J" y5 y' ~$ f DeleteObject(bit); ( X8 h6 b1 C5 ?% U& ^; V1 H E. W+ }9 h# M ( F% F2 ]$ U- ]' a6 M5 ?5 e return surf; ' U5 G/ p+ L% x% j} : }; M) x# H# A% M; Q5 z) H" _; o; L+ n0 b+ I! V _# a $ V% l6 W1 e9 ^" v1 ]9 j8 q G4 j- Y% S. Q. N DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 u/ L/ A" I7 m! _{7 k6 k4 `+ x- m+ z: z4 t COLORREF rgbT; ^! e# v/ k0 {# V HDC hdc; 7 r" H4 J. Z# j) e, M7 T DWORD dw = CLR_INVALID;6 A) N' Y5 o q" ?- a DDSURFACEDESC ddsd; 5 f* X# |' @. S9 L7 l5 j HRESULT hres; / V# j F! e) C/ t2 S8 `: r, b 3 X3 W9 C7 ? Y' j" T+ D // ( z4 A# E/ I5 T4 F // use GDI SetPixel to color match for us' N* `' @. o9 _6 Q6 Q1 P //& g6 `5 \. Z3 F* x* A% a% q9 f' X if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)" _( H9 c7 g7 p! W. F {2 @/ m/ w: ^2 j0 v4 ` rgbT = GetPixel(hdc, 0, 0); // save current pixel value 5 ]8 s1 {9 F' [$ ?' I SetPixel(hdc, 0, 0, rgb); // set our value 0 c. F* P8 p* S* G pdds->ReleaseDC(hdc);# p( F7 O% `' o5 s7 ~* P( ~( ] w } " o+ B* X, t7 f+ J5 Y3 J5 L1 b, G& t3 m( i5 ]6 X, G$ @9 P" F //: h: j8 Y/ ]& V9 e5 C // now lock the surface so we can read back the converted color a* h3 C* _5 I# h( C/ l! o // 3 Y1 T$ e" L1 |: H) b$ H0 R ddsd.dwSize = sizeof(ddsd); * @% h; K& n. k4 Y7 b4 b& N" w while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)5 M' D# u) r1 P/ s0 ~ ;5 A0 b ]( b' a2 V * a. D; G$ }9 \ if (hres == DD_OK)3 L% T( v/ |# p3 C& o4 c+ o% I { 7 x+ Q y7 f. v dw = *(DWORD *)ddsd.lpSurface; // get DWORD2 J9 P" `; _$ ^* m8 K dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp5 b" @$ D0 x1 E! r+ } T3 z pdds->Unlock(NULL); : m. R- L5 u% ~( R, X } ( v# A2 Y: @( n1 N9 ]4 y; r9 i+ x // 6 z- j- I- k3 ^4 G- P# a$ p p: ` // now put the color that was there back. ' W5 O6 o; ?: e // 1 ]5 w" k0 T( P if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 9 F, S z: K$ P. i0 B Y1 K' ^! k { : f0 O3 F+ A5 ^ s5 i SetPixel(hdc, 0, 0, rgbT);) e) K* B. L! _% ?4 z pdds->ReleaseDC(hdc);, p6 c8 v5 ?! y u2 S2 ^8 ^+ [ }+ R" Y' |% x7 `0 ?! c) a" c 8 w/ C$ }, r& j' L3 g0 W* Q return dw; 2 ?# |, Y2 P$ t; w8 Q}' }* d$ |& _1 d& s, i 3 Q$ o# m7 X9 ^! P /* 8 N* ]# C- R( c1 E- h( ` * DDSetColorKey 0 j# N' \8 Q; V$ _9 z( n, y( D4 G, L+ a' J *! U* d* W& H9 d6 `6 T3 I. ] * set a color key for a surface, given a RGB. 3 R- `; ` O q( v * if you pass CLR_INVALID as the color key, the pixel $ @' }: O$ B- i: | * in the upper-left corner will be used.: V/ B, ?# Y8 E$ @) c9 { */ - z* p9 ?* s' q0 {HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 " {4 y6 q3 ^# a" K {" y, Z) M- Y' s DDCOLORKEY ddck;# K. y! T% i$ {/ C3 R7 A( m+ h X F* H4 n# G: ~+ \! a$ C, G ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);* W( A: q5 D& x( N' o ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; / s5 R5 B; `2 g9 X. E# ~4 A return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); 9 c% k, d4 C% A& H2 s}4 P5 H2 [/ Z8 Y6 N, Z/ l& K" c . h# n2 }! V. w 1 T. A- c d5 {2 l9 T : m2 c/ E6 N% ^6 l+ n我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! 1 V9 G9 V. E' r, N- x. B8 Z9 K游戏下载地址 hays2002.51.net/game1.rar8 X& n/ H N( e) u
    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?. m& L! R9 a- C/ B- B
    ) ~5 S, I- X9 D) \* h5 A$ n
    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。3 Y* F) x8 s# X3 f/ ^& _, D8 W
    不过void Delay(long time) 函数有问题,把CPU时间都白白吃光了,应该改成Sleep()
  • TA的每日心情
    奋斗
    2015-9-17 00:58
  • 签到天数: 1 天

    [LV.1]初来乍到

    4
    发表于 2004-4-9 19:35:00 | 只看该作者
    不是吧,这样的程序都叫"最"简单了啊,我看来都是在写白痴程序了
  • TA的每日心情
    开心
    2015-9-17 20:42
  • 签到天数: 1 天

    [LV.1]初来乍到

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

    [LV.1]初来乍到

    6
    发表于 2004-4-10 21:36:00 | 只看该作者
    以下是引用hays2002在2004-4-10 15:23:06的发言:
    / X/ \% F; q; y5 d绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    * |! w$ f4 L5 ^) a) g; `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1 L0 R& l9 i& j4 U! }6 E: D4 A8 ]. L

    2 c1 M1 C" K2 v9 K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:; t3 m0 v7 p1 c5 z2 f
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
      S' |& r; T$ g, X& q
    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。3 c1 o6 E+ D) m
    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。  t3 o8 I6 J: F# ?% 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。% C2 F" }, W+ O: x

    , ]8 m/ J0 |2 X6 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
    " `% S2 p9 {% l+ @* [/ f- N另外好像是用mfc还是什么的,mfc总是把我盟在雇里% D( G3 v. }" b& f3 o- f
    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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