TA的每日心情 | 开心 2015-9-17 20:42 |
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签到天数: 1 天 [LV.1]初来乍到
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#include , 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
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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
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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
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//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;
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% c- P# Z1 N0 p3 g: U
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& 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
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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;
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% 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)
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SX=old_SX;
: m- R/ x4 c! Y Hero.x-=speed;
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3 K; J6 H5 ^: ]1 Z: |8 n0 n0 @ else SX--;4 a' n2 n. o# j- m" d" z+ f
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break;
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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;
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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++;
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8 r4 m5 ]- G) D* c. I break; , w. | W1 q: O
} : z# x! a- O8 N- g
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Hero.Stats++;9 @* ^0 y! U! N9 k4 p7 m5 j' a5 }7 W
if( Hero.Stats>=3 ) Hero.Stats=0;
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/ 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);
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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
}
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$ k7 n7 X, h @. xvoid Cleanup(void)
! `: y4 B( X$ H- z{
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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);
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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
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+ 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
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: 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
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