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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 5 P/ Y' i+ R! w1 F#include // DirectDraw所使用的头文件;( X& q r# F( [ #define MAP_X 64 ) w0 q: g+ o1 s6 f3 y7 T8 U#define MAP_Y 48+ g; y+ m, w( W) C // 变量、声明函数;% \ e- x) E3 y( s9 l [0 ? m* G LPDIRECTDRAW lpDD; // DirectDraw对象;) Q* ]8 @; e. O" E LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 \8 b3 f" b* \) {% A" d, uLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 , y* v5 i5 B, `1 {6 n( f LPDIRECTDRAWSURFACE lpBK; //地图页面 ; ~% C, u7 R, ~2 \- r& u LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 " g' G6 B0 z" m* w9 Y- T1 `% |& f6 u* z) YLPDIRECTDRAWSURFACE lplogo; //logo页面 5 L& J" i2 I5 P3 `( A" R. O# t LPDIRECTDRAWSURFACE lphays; //海斯 7 l+ H) l4 e; G2 N$ U% {; k 2 r" Y8 n- u9 P- w int MAP[MAP_Y][MAP_X]={- b, P1 O: v9 }. D {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}, ) v6 Y9 g* i+ W) o {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 ^8 z* f% C! R3 s* |+ L: f6 I7 o, 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}, _& P5 e: k+ S R. b. {- A4 Z" ] {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},$ P1 q3 b$ e1 y4 x, ^ {1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},1 _1 {- @1 ?4 A( I+ 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}, . }5 [5 j0 ]* a9 h1 D{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}, ! b, X ~4 ]/ `- B" w{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},/ z0 q) B2 i% s3 w {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}, ' [3 R J3 M. m3 S+ q{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}, 8 P* V7 y/ R: r4 Z% P2 D4 d/ k! U{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},: R9 L1 w: i( I' X# g {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}, : q- A: V, |1 j5 k7 k+ ^{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},/ Y' c3 }" ~' ^ B0 T9 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},! w! q# B& r' A7 [ {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}, , W1 x/ X; B b% B& 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}, + g7 s4 w( a) x& 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},0 j+ M: p4 y$ ^3 l3 x5 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},: j" {% g3 y5 G- 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},! ] O' w1 p. e: \8 j9 J0 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}, 6 }! d) p: H5 y, r; 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}, & g. W3 L0 q; f- \# n; P+ T0 C% 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},( S& C4 Y/ i* n1 M* 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},# B- k" _9 j o {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}};5 R/ a/ |( T6 N- m" A& u / r: ^/ \. S+ K2 r' s8 ^2 G$ o6 b# }, `: L8 K% r0 S5 V int SX=0,SY=0; //地图坐标 . E9 S: G; [3 H% A+ S " g4 p- y( i" z/ k) X9 a int old_SX=0,old_SY=0; ) v' \' K9 o* T7 [4 S2 F& j* {0 J7 N# g" I4 n RECT rect; //blt用的巨型 $ t6 K9 a3 {& e7 L1 S int speed=10;, V7 Q/ w6 ]+ x5 ~) m* R8 u! g2 x 4 F) H( u2 {6 r3 e( R' h9 O! h typedef struct{; L3 @- o) {7 W4 i7 u) r6 y! l int x,y; //当前坐标 & N4 W; X, `- bint old_x,old_y; //旧的坐标 7 f w+ O" O( _int Way; //方向 7 P" J$ G" H/ m0 i I2 P9 nint Stats; //状态 . Y; F" P9 H$ [( g6 M+ b* b}Role; ! {# M: Y3 _4 R! |0 A+ n+ M4 |3 O6 L4 A Z0 J3 B% ] y5 a% g/ m Role Hero={1, 2 A0 i6 J6 g! Q( b: X( s% u 1,4 S9 m: K7 p. x7 @! ^# p 0, $ \+ ?+ \6 A# N n& ]; Q3 Y% |! g" J2 { 0,/ B; N/ J$ E% I. s6 _: d 0};/ R$ f' c- b2 S" J$ p / W& C! W6 ]" r5 k) i' n7 j, Q 3 y6 j0 ? |4 e @1 z" c1 F) U$ d9 H; ]* g) d; Q" V9 J! x7 G) X 4 M" O$ R# y$ _- B/ V$ y& u : p* @# @8 ]: [7 M F" e( x //函数声明列表* e# T9 C4 _8 [2 {2 ? 0 K2 b9 z9 X2 T( ^( E/ aRECT GetRect(int x1,int y1,int x2,int y2); 0 u. M8 _1 t' m; Pvoid MainLoop(); * j2 k& b6 |- R& Xvoid Gamehead(); 6 O. O4 \6 c& B+ b8 }! avoid BackGround(); / |4 I* o8 S9 ] LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);0 ]+ }) ^$ |/ q DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); ) m9 Y' s. L/ v N3 ZHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);' G0 v7 h( b$ G LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); + v7 o7 z3 c$ F9 Evoid Delay(long time); //时间函数 3 L& ]# s2 c6 }5 ^/ `BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;8 _' @$ M7 ?2 S7 Z& D& _1 s2 W BOOL InitDDraw(void); // 初始化DirectDraw并且打印字7 y. }8 u3 p' b2 v+ Z' ~+ M) \ #define SafeRelease(x) if (x) { x->Release(); x=NULL; }- |3 r& d5 S% K void Cleanup(void); // 卸载DirectDraw函数;: Z. q* I- p, D# ?4 I0 S $ |/ F1 g1 G- n! T; `: X' d5 v ) _& z8 X' ], e7 ^- s3 | / Q9 b! M8 E8 z# }' x; Q/ {/ cBOOL InitWindow(HINSTANCE hInstance, int nCmdShow) ( {2 |/ ^) j- F& |; T6 J/ Y{+ D8 p, G3 W" G3 w HWND hwnd; // 窗口句柄; ! i3 a; U" h/ G$ k* T: s9 r) E7 a WNDCLASS wcex; // 窗口类结构;* J1 ~4 F. a/ V+ \1 r. n3 b5 ~0 k0 F % l0 v( P, @ q' i% t9 @; c // 设置窗口类结构; 2 R. ]( M1 d! J8 \( y7 P wcex.style=0; // 风格; # h/ o+ m9 ]/ N" C( `8 d0 G' h wcex.lpfnWndProc=WinProc; // 窗口处理程序;. I/ n$ ]: A+ T2 G+ e6 f wcex.cbClsExtra=0; // 扩充风格; # @5 {6 k# c3 H: m+ G% D: }- X1 f wcex.cbWndExtra=0; // 扩充程序;; `5 q- \7 v' J# x wcex.hInstance=hInstance; // 应用程序hInstance句柄; 9 ^7 \- E" k, s4 E6 B$ | wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;( I& |* D h# N2 p+ J2 w ]" j wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; 2 |" Y1 R( _7 G" V/ W: L6 @/ V% G wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;! y3 k: V; x: O; T wcex.lpszMenuName=NULL; // 窗口目录; - L' ^3 @2 M, K) Y7 Z wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名, L8 |3 M) }" M/ [7 K" s+ ? // 注册窗口类; ) y- w# r" n. L7 J' f RegisterClass(&wcex); 9 m. u- t, U; Y- {# R // 创建主窗口;( ^% }; O% ~* ] hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,- K$ ]6 F3 o& d6 Q4 i 0,0,GetSystemMetrics(SM_CXSCREEN),3 A$ g1 c- b% l e3 k3 j GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);$ K2 G/ h& _2 @/ G+ V& l if(!hwnd) return FALSE;. i1 Y0 I4 i0 c& s/ L. {( M$ i+ ~4 }; D ShowWindow(hwnd,nCmdShow); // 显示窗口; & k- d5 f( P. e UpdateWindow(hwnd); // 更新窗口; : M8 R8 b3 `5 ^0 [- ? # b L- @- J" M, T SetTimer(hwnd,1,30,NULL);/ Z6 H( {6 y) M3 ? 8 R8 M' U; G( `6 o* `- U. [/ p return TRUE; 1 p2 W4 A9 Q& i} 8 g. C$ s) [3 Q* D: O0 [% ^4 b5 s. | LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) / V6 w3 g7 V! X/ C2 Y9 O' {8 ]{1 v' v3 ?8 y6 G/ Z& G: s switch(message) # S6 t5 x# w! q- u( [4 z- n { 1 j4 ^$ Q9 A/ I5 d! t9 }2 l; n case WM_TIMER: 0 I& \7 ^+ r. l2 [9 r9 h' [ lpDDSPrimary->Flip( NULL, 0 ); 2 H& b) F3 r! S4 Y" K* s ] break; 8 P9 J- |) X* D 5 A1 q! e: ^% y8 I: x% ~' C, m case WM_KEYDOWN: // 如果击键;8 z4 u& @1 v* n, k0 W1 r& m switch(wParam)7 B D S/ }" G6 ]: ] { , s/ E, N! U, o2 ~ case VK_UP: 0 Y! g& R# v- M( Q6 ?3 L' J% ]2 d+ | Hero.Way=3; 1 x5 d: z" I" [2 X5 {4 b if (SY<=0 && Hero.y<=240) //往上走 1 b( K# {* B# C6 n8 {/ J# ^$ M {- ^3 `0 F+ p$ q" v SY=old_SY; / |. z; d# U, I Hero.y-=speed;& V$ G- h0 h" G! {1 C2 m+ t } 5 v$ \8 v0 x8 Z3 Y. g# ~( h8 M else if(SY>=MAP_Y-48 && Hero.y>=240) 3 `* e1 F8 o0 h6 ^( {/ X8 q! _! l { 2 ]7 G7 u/ }* T u SY=old_SY; E l$ [$ R9 Z! p8 x Hero.y-=speed; 8 w7 g% q' z5 n S: n5 @3 D }2 J( S& F4 Y! \: a i4 { o+ g else SY--; 3 c, d" D+ h0 c9 g+ B3 b + t7 @$ X0 D9 j2 |; C break; + \9 E4 b$ z) I! H8 h) ` $ z6 S1 R, h* K* M case VK_DOWN:5 v9 `7 N# S: S. }$ z2 ^ Hero.Way=0; , H; N. ] E% l' U if (SY>MAP_Y-48 && Hero.y>=240) //往下走 0 P1 b8 h$ r: l7 ? {* k1 W. B4 o+ q( C/ L+ v1 R: C SY=old_SY; # _* b x: ~2 C- r4 Z( h9 l( X Hero.y+=speed;8 q+ A' z; o( Z9 C }9 L7 s- U! w4 X4 @+ E# c, e9 C else if (SY<=0 && Hero.y<=240): i' |9 d) g. r5 W3 ] { 3 m, I" a, q* I ?# ?+ R4 p SY=old_SY; , |/ g3 b5 ?3 t( `" K' I# j Hero.y+=speed;/ W# v- h3 n& x } . `3 W7 ^+ x$ F1 B else SY++;1 f4 [4 d7 ^9 n3 t! K% ^ 2 X! m+ [! A. ^. n break; ! `% i l, P& o) x % d( Y+ t9 {# G# g$ p# d. o6 F; o case VK_LEFT:, t9 d( A# z0 M1 B. X7 f, t& O Hero.Way=1; # g7 r& i @% v if (SX<=0 && Hero.x<=320) //往左边走3 \" I& ?7 a( f- { {) C6 G' M# q: s( z. `: e$ E SX=old_SX; 5 i* b. `- z; B C Hero.x-=speed; 4 `7 D6 o% H; G }4 M3 i4 b' l/ D* | else if (SX>=MAP_X-32 && Hero.x>=320) % u& I9 {1 T4 Z+ a) s# N {& R. ?! r- q2 Y* E8 ?5 R% ]( B; m SX=old_SX; ]# [, t1 E/ m( k* R Hero.x-=speed; . p- j2 A% u% Q# M# { } + q& L% I/ L' {3 t else SX--; 3 J) W4 s% i' }$ K! _$ s2 K3 d 9 e) t% y! w- w. q break; % v. P) w, c: q& s, Y ( q1 ?7 s7 _! q+ ~ 9 D5 W8 [- O. |* E) X! l% C' Q case VK_RIGHT:, ?; u. ]7 ^: I+ d: ]" T- ^" z Hero.Way=2;- H4 U' r- [5 K* c if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 ! X1 a3 Z0 `1 G) U& e1 ~! u% c8 A { ! j# V/ ?' K5 t; [" s SX=old_SX;6 \; p( X" m4 r1 Z* E/ C Hero.x+=speed; ! d* a) k! j9 F. N }, g* y: X- q0 Y else if (SX<=0 && Hero.x<=320) : s- Z% p7 i$ J9 H {8 V/ ~( ]5 G' W SX=old_SX;1 Z! ^2 p$ |2 a* q& ^! p4 u& y Hero.x+=speed; % O0 Y$ t; e' `; } E* M# g0 u g, K }3 F: n2 F0 A V8 K! l else SX++;5 \7 {2 c' d% U' j' t 2 d0 z3 k0 y& Y/ T break; 8 |1 x( D7 m% k: S2 h1 L } 4 E. {1 Z( q) ^7 L- e" i' I ' M" O s0 t' O$ S$ ]* O) K ; G+ O X) i; O3 R6 `" I) G; I8 C Hero.Stats++; ; w l0 `/ e8 H n4 p2 o8 o7 \; ^ if( Hero.Stats>=3 ) Hero.Stats=0;) S( H2 |4 g- F! k a 4 U. o. C# \1 I, n) u8 b/ [ break;% ^1 D$ P! H* g3 k 7 V4 M1 v- n' @ V" e9 W- a7 W case WM_DESTROY: // 退出消息循环;) [5 u9 @$ T6 S* N Cleanup();, o4 a8 |) C( S0 s" Y0 r6 D PostQuitMessage(0);, m/ p, @( @- \* M! Q. C7 V break; ( Z& K; l6 @" A8 N: j } . j& y* X( `3 i9 F( `* V) S8 ]! ? // 调用缺省消息处理过程; 1 G0 i) B+ B; V7 j return DefWindowProc(hWnd,message,wParam,lParam);5 J6 S% x( k) b8 @ } ' I. B, E. O. M3 X3 T5 [' O2 V0 X1 |4 P, E0 L // 本程序的最核心内容,即DirectDraw的基本功能与用法; ' k6 \2 E; n- i* g* t; HBOOL InitDDraw(void) - w# p, i9 p5 ~* Y) M% I* P: t; V) | {0 N. J' E7 [0 S0 S2 h3 z DDSURFACEDESC ddsd; % ]" |4 v- g) K: g6 V6 I9 o4 S& B HDC hdc; 6 H: J5 N8 ], b; F. o3 j0 E( U DDSCAPS ddscaps; 8 v |: w1 D' D* H) {" s" C: p4 m // 创建DirectDraw对象;% Q3 W# K4 q: ^2 U# y' W; L9 Z [ if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;8 a. W, ?3 B7 w3 e6 Y // 设置为全屏模式; 9 t o$ e8 P- A: Y) O4 I# w if (lpDD->SetCooperativeLevel(GetActiveWindow(), P& h: }. [' c- @" {' n T* M5 Z DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) , ? O1 B+ s; Y6 s( p) \ return FALSE;; s, _* t- I5 Y$ M# N6 R // 设置显示模式;" Y" z; X/ ?4 \) }; J6 }- G if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;) P/ e+ q5 n4 e- ?. l // 设置主页面信息;! P( C: m3 r6 } ddsd.dwSize=sizeof(ddsd); / _7 ^% r: d O/ C# M3 y ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ' @$ F* P9 S: I9 F ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |6 X1 i2 A, m+ I7 x2 r# R6 C DDSCAPS_FLIP | & N6 p) V+ u6 f2 {2 X' G* q DDSCAPS_COMPLEX;" S" i2 R8 J! B s- K( g* | K/ w , k: l5 P; G6 R; Y7 [8 B# g# K$ I# F, g ddsd.dwBackBufferCount = 1; 4 R& I: [ m, v+ T% d j4 S- y & m, E6 J" d, s4 y0 Y4 W // 创建一个表面,类似开辟一块屏幕大小的显示内存; ! M, B- }, d& s3 g( D if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) 7 m8 ]0 m4 {( ]8 H0 w MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); & Y- O( z1 I. c* @3 m 4 _0 a( i7 f# I. O4 ]# I ddscaps.dwCaps = DDSCAPS_BACKBUFFER; 8 c: ^6 r; x( k2 z, r, L7 i+ g if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) 2 u/ G- L; P: |8 R' o: T! i3 k MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); * T, ]3 h( R: [0 t; `$ V# e % O0 }$ v6 i8 i1 d( _8 } lpBK = bitmap_surface("map1.bmp"); + l% {& p9 l5 Z lplogo = bitmap_surface("logo.bmp"); 7 {" V1 V1 p4 q3 {2 ]! W lphays = bitmap_surface("hays.bmp"); / {. O$ T, a/ t7 t) o3 i2 ` lpPlayer = bitmap_surface("PLAYER.bmp"); $ L5 k* N5 b2 l$ [& a# \* m DDSetColorKey(lpPlayer,RGB(255,238,187));7 q9 K5 x+ f0 E# K( G# Q* C ) \" v+ w8 ^7 p* T2 w6 o$ q/ r return TRUE;4 {$ Y( a* T1 `( E) U } + u: o/ z0 J3 q0 ?9 q4 b + a- Q& F4 [4 B' Pvoid Cleanup(void)% q/ N- J9 @4 n. h* {/ E( A { & H% S1 x- B+ S6 ~2 ] 4 t) u3 ?3 G6 h" d- x/ Z! R SafeRelease(lpBK); 8 S5 P0 U( y1 f: m1 ]+ B) y SafeRelease(lpPlayer); : D. p) a' K& C SafeRelease(lpPlayer); " t H" H! \ W9 N; U SafeRelease(lpDDSBack);% @4 L6 T+ k& Z$ ~6 h SafeRelease(lpDD); 7 T2 b) l) K: x! ~ SafeRelease(lplogo); 7 e$ |: a& x. D ) u7 z# `) S; t% z( h" z4 W}" m7 `; G4 A0 k/ n- w % d! V; d/ y! a; O // Windows的主工作函数,类似Dos下Turbo C编程的main(); : O3 V+ `8 @( s; q( Yint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, ' W2 p) P3 A9 t' b2 L+ }8 o2 ` LPSTR lpCmdLine,int nCmdShow) % A# d3 c! A! P- d5 V G{6 o# S' ]4 g( r% [ }0 E MSG msg; ) H6 O0 K9 P9 `1 s- C) ]% a . P0 n/ A" n: D- B" d1 z+ U // 初始化主窗口;% w% S; K p6 f5 E/ }2 n if (!InitWindow(hInstance,nCmdShow)) return FALSE; ; H% y8 f; d5 P8 X t; _; n1 _8 I6 _' S // 初始化DirectDraw环境,并实现DirectDraw功能;5 M7 d, {8 |7 ?3 `0 o if (!InitDDraw())4 z2 R, K+ t- H" S4 z { % K6 q! M# z9 m; K2 x MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",5 h/ K- k% l5 x9 z3 T "Error",MB_OK); 2 s. o5 \5 B- H2 d; N( }" P void Cleanup(); $ Q4 X" @# d. N1 n* V$ c. c+ T0 s DestroyWindow(GetActiveWindow()); 9 L7 v( h; j; b+ C6 f# U/ w return FALSE; 0 n r& P" b4 k8 ? } ! O, r4 e; u1 ]) ] Gamehead();* @" |1 I2 }! E$ |/ \5 [: Z ; p) f! O9 I: [- K; h G- g( ? // 进入消息循环;( I! R$ m. Z- v, X while(1) + ~$ X2 t0 p5 I7 h { 8 q. s( I/ G" ~* U1 |, Z if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) 2 m9 d; W! y. p3 ~2 B {; \" J# p5 p8 H* M2 D% W9 H0 d if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; 5 M6 }) r: P3 A5 r* T9 L TranslateMessage(&msg); - Z `$ I6 r! R& A. Y. S c DispatchMessage(&msg); $ ]$ D' C7 L$ W c1 Y' u } ! b" U9 @; j5 p% D5 ?; ~+ }4 O else ( c- H. X6 {. T6 Q8 H* d3 S MainLoop();7 A& D; \9 O% l+ Q } - x1 V% L) k/ ^. q. a return msg.wParam; 3 p' R' D$ Q# [3 P, o+ g& M2 C7 ^}8 U( y" J' Q% c" h ( C/ c( z* C5 m- k ( z+ I3 J+ a/ s1 F- p3 R//游戏需要用到的函数 . @/ w }+ v$ a7 I( b# Q% u) X$ c l & N& \5 f* S2 I3 ]* J$ ~- {& ?, ]) u, V. G _$ r N; B C 6 }" E I7 J! qvoid Gamehead() ( D* w6 c/ B) M{) _7 H; k; m* C0 e5 {1 U7 Z RECT rect1={0,0,178,145}; : P* s" t/ m& e1 m int x=80,y=100; $ J1 H( u5 g+ M% k' ` | int i;; s. [$ K# B+ G8 d* ]0 q3 D 8 H. l3 f( U. P$ I5 e8 D' X' B$ b lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); 7 q, D [/ ] r9 p& J% D3 b, C 2 A n: v. H5 L6 ]2 v0 m3 a9 K2 R for (i=0;i<6;i++)7 T! Z2 d! Y+ S# W# @ { ( d5 W- \- j& O rect1=GetRect(i*65,0,i*65+65,202); ; i8 X8 H3 [: K& m M: @ lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY); 1 p# W: q d& F- h Delay(500);. y1 X& t4 Z; W6 e5 J% r" w6 Q } ; E- p% E4 w7 N2 g" @0 j8 ?) X 7 K$ n, [4 t+ D, P Delay(3000);6 t- b% }% o. U5 Y5 E } 2 k6 k8 c5 M& b# i 3 u' }# q% y& s3 }# o8 Wvoid BackGround() //画地图 * P0 y; }; m; E+ f; W! C% B {* t9 ~3 ~+ Y1 m int i,j; 6 l* O. p) P8 z2 {. Y for (i=SY;i# A! p6 `5 h. I* [$ S1 _& c9 b for (j=SX;j2 b3 H& v. ]/ [7 `% Z/ d% e# f if (MAP[j]==1)8 E8 F. T( m4 u( g1 L7 l2 D { s1 l" [1 A" z7 O' Y+ K rect=GetRect(0,0,32,32);% i; f# K/ q* }3 i2 c- M4 t6 F4 y lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);# V% L6 s6 e+ o8 K9 ^ } # B! g; i* G7 Y, y else) c7 k( {& v2 \6 Q8 ` { 5 n; t& M1 w! v( H2 I rect=GetRect(0,32,32,64);. u) q7 L* ~( F$ m- T lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); ; l: E9 h9 Y% z, @ \; ] } % i' Q" u! b/ H! Q; j; r9 k' k}9 x V) D. S; ]9 u , U# h9 m( \& f- z9 T$ }8 k! m5 M RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 $ T' X- h) e9 u) K {/ s, Y* k8 C4 C; S& U( b RECT TempRect={x1,y1,x2,y2};+ H3 b* S; }. ]1 C2 [5 _% R8 _ return TempRect;8 N; p' `. L. E) w }* b1 E: N. V" B/ [ M0 Z + p' w% V( F6 H2 Avoid MainLoop() //游戏循环 1 c T* O$ q/ ~% y* j8 O% n {3 E% w9 J" E _/ B k, K1 d+ w! r" _2 i BackGround();8 c% r7 c: n7 X. W, Q RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; 6 x! C; X4 w2 p. R lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);* G4 h+ L- D- m( I& q, E: e $ e/ W9 v3 P* s: L6 h) @ if( Hero.x<0 ) Hero.x=0; 8 ]* i5 q, d/ `1 X! `) h if( Hero.x>640-32 ) Hero.x=640-32; % u8 g; c2 Q0 U$ P& { if( Hero.y<0 ) Hero.y=0;( V/ y/ K6 n8 G: R4 ? if( Hero.y>480-48 ) Hero.y=480-48;, g$ S% g& M8 h: P0 O7 x ! T" E/ G- O+ u$ c! C Hero.old_x=Hero.x;$ l# @, ]' Y, z8 Q1 o) Q5 Q Hero.old_y=Hero.y; . _5 ?: n* Y3 m; T5 o0 j! Y old_SX = SX; old_SY = SY; 8 Z! C, P' ^$ o6 D' k8 o& ]' Q7 j} . e6 Y9 @5 f* `. @# m" f+ m, o: o# P2 C# L4 @ . K+ ]4 `! w: H( N$ W' ?0 Ivoid Delay(long time) //时间函数 / t7 a: x! ]/ v$ J& j{8 r6 l- c: j! _& q1 G0 r static long old_clock, new_clock; //延时变量- U6 f t" i$ c) { new_clock=old_clock=GetTickCount(); / W8 T6 H8 v3 D/ _# Q9 B) w$ Q while( new_clock < old_clock + time ) 1 \1 Q# H9 j6 P: l {! [! A: k% r9 |: I new_clock=GetTickCount(); " Y. ~( H5 x3 @! T% E3 Y& U }) I& L8 J/ J0 T } - N. c. a4 ?0 E 6 {# q) I1 e* O& Y& H 5 h9 S* r) Z: Z9 i; G7 r8 Y& e/ m$ ^3 U8 M- V : g. r7 Y/ f6 H9 y" E; F; R//下面是dx相关的函数 4 }* C+ P# c4 j+ ^LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 0 e+ j* w; o2 K/ I' L1 D K {' a1 B& B5 t4 c HDC hdc;1 o- {. W( r! ~ HBITMAP bit; " N1 T% } ^6 l& |1 |$ T LPDIRECTDRAWSURFACE surf;! n5 `4 L4 @. M/ v . k. F" l3 }$ T2 b( e7 \* F3 @4 A) `1 P0 a% [5 K' J' j+ _ ( A1 W: u$ E2 U) K* i! U bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,: s5 V3 d ]" e+ I; \8 {2 V LR_DEFAULTSIZE|LR_LOADFROMFILE); : h6 ]0 O. B1 C; v; r; h if (!bit) + h( F7 R4 \0 S4 b Y, M8 e # D& [( u/ V5 i) I. M; C1 p4 }8 w" R" Y& R 8 D2 o( ~4 k1 _8 q" ~% G5 M; _ return NULL;/ J# ?4 f9 f( S1 y8 u * Z) @3 `! l9 r6 ~8 o# ^2 `0 u6 w" P * o1 G5 b& X- x6 g BITMAP bitmap; 3 C0 _. W v4 x0 ], i8 y GetObject( bit, sizeof(BITMAP), &bitmap ); 0 N$ D! D1 g5 T: h9 R8 o int surf_width=bitmap.bmWidth; P3 j' c0 b. ?$ }5 K; c int surf_height=bitmap.bmHeight; . l" [* W7 b0 j$ d L' w0 r1 C5 ]- I7 c9 K 3 j/ g3 ]7 F9 }* @! v- P( s' R7 u5 N 3 B/ w7 F) S# w. ~ HRESULT ddrval; 9 V" H& h* V0 @0 s& T5 K! s/ B) u DDSURFACEDESC ddsd; , b5 }# J, R5 h: U5 ?6 J ZeroMemory(&ddsd,sizeof(ddsd));5 p% n) j+ ~# y$ O i ddsd.dwSize = sizeof(ddsd);+ r/ k, A4 N/ {5 M1 c$ f2 Y& c% z ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; " x6 Y/ s/ n; G* p ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; - P8 t2 x Z0 I5 l! ~+ Y' }+ D0 F ddsd.dwWidth = surf_width; 1 A2 }" k' n F6 B0 ? t8 }+ b) T ddsd.dwHeight = surf_height; . k- y0 g5 m' i7 G8 L0 d $ |% a+ D+ M6 o2 i6 | 8 F. u! X. ]+ d- g1 g2 ]/ n3 V) t 2 W: T) H4 B+ Z5 A ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); ! u% l6 l/ S- s9 V. n& i* W+ s* o' r' V7 d- v % Y# N& h, T: X/ q if (ddrval!=DD_OK) { 3 d5 J( a: R' Y1 s: _ l : t' v9 W, K5 S, |* g ) ^* p$ e; d1 f% k DeleteObject(bit);0 G& O: M( P- Z2 j( L return NULL; - {. X) ]5 L7 h4 a. s* A( D4 [8 s5 x2 G+ @. C& {8 M } else {0 ^5 e( h% l5 @2 V 4 }: S4 p' H1 \7 N" c" F- }* w3 O/ O4 W! K1 v: B: x& S* g: S surf->GetDC(&hdc);& H9 O- E( ^2 R! R+ R+ Y * x) _4 K2 }1 E* t0 m- F; D! q 2 @- g9 J, j' @& e3 z! t ' `+ b. R; \% f5 M0 e+ B5 _. |5 p HDC bit_dc=CreateCompatibleDC(hdc); * G) _- ?1 S- E, V, F : y9 P. m; i a6 X2 U4 e2 S $ c) R! k4 }& @' Z3 b2 l SelectObject(bit_dc,bit); 7 R, J( x4 `. t! ?2 _3 t8 H" o7 Z; _ BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); ; U2 C( @8 o& x( Y) N. [! k3 [3 P+ ~ & u: Z5 H- ~( Y surf->ReleaseDC(hdc); % y% Y: ]2 y0 I4 C8 a DeleteDC(bit_dc); & {4 A& d9 Q3 a$ D( l }: w6 x1 e; ?$ i" ^0 ~ 7 K! g3 n9 Y- ^* R6 _ 3 p4 W0 }. R! ~- e; @, O% w6 j8 |/ b8 A m. Q DeleteObject(bit); 1 m3 i, P( i! o$ H" t |0 q# i2 p% r0 t. P" x% ~5 {# o( i; X- w return surf;# R5 x$ }: ]2 A5 `* z } 5 ]' v6 W( S* @2 |' B# Z& Z : Y/ Y' v' T% Z; ^/ l* }6 J. D' w7 n# q0 a* c2 ] % }' ]2 s' _; |0 n DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 : H* n+ C8 t6 y ~5 k2 W" G { ! ]" ?1 t" a6 ]' D. h COLORREF rgbT; ! f& f: A3 d, i4 E( c! D! b9 \ HDC hdc; 5 ^6 v$ b' E5 b; s, d8 b5 g DWORD dw = CLR_INVALID;3 T o( g9 t( A- N& o+ G O DDSURFACEDESC ddsd;( S2 G Q+ E9 C9 O8 O1 T5 [% O HRESULT hres;& G" l' S- f6 F7 b6 W & u) \* h( r0 M, G# M //( _ t2 }' V7 W& T. q // use GDI SetPixel to color match for us3 l) S" {, M! u1 l! _, ^ p, I1 _ // ) W J/ V: _) A8 H if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) & ~- m6 X- i6 p {7 c J: I* |3 y8 g& i, e rgbT = GetPixel(hdc, 0, 0); // save current pixel value' S9 D' r% q1 l. o SetPixel(hdc, 0, 0, rgb); // set our value 4 x+ e8 D! O2 D: M" |7 m pdds->ReleaseDC(hdc); ; x T5 [* d% C0 M) U }9 J: X& t% S) o# I' H % G7 m' X# H9 {5 w* Q# N, L5 Z // 9 H& w8 O x. S! i7 o! `6 j& ? // now lock the surface so we can read back the converted color$ j, x# w" |4 R% v //+ H* L N6 K) c H ddsd.dwSize = sizeof(ddsd);: G% U7 U! I! ]& Z7 h while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) 1 r: \6 G; A8 s* X, e- o ; , }5 X6 R; H' D3 D" I5 w0 B# S3 o" N9 C, \' G if (hres == DD_OK) T" [. B1 `, T2 C l# J {/ o2 i$ H' ^% w8 K+ e4 t dw = *(DWORD *)ddsd.lpSurface; // get DWORD" S! r9 x- @( Z. t% A q: R dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp. [# E ` v0 h l" A/ v: u pdds->Unlock(NULL);/ h' d6 k3 h8 W: S1 W/ g# X* E }9 i) q, g# [8 _ q5 v. Q& p8 c/ v //) @. I. d- s; l1 c // now put the color that was there back.1 E! M% H' i% m# y Z$ b2 _ // / w( p9 V/ Q u( y$ k if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) ' J% [! r- V! ?4 q. m! M {3 V7 G o3 }# S3 c/ T; e$ g SetPixel(hdc, 0, 0, rgbT);, r) W- h6 D# S pdds->ReleaseDC(hdc); b6 H2 A1 O: t" ?& D2 g4 ] }3 j- }' Y3 }) M# ?! S$ ~4 Y 3 x4 m0 w' j B7 A! W return dw;* K8 N1 a5 d: Q# M+ M% X0 D L } ; a9 u O8 ~0 [9 l/ L 8 d G8 Q8 v: t( t) N/* - y5 O" M, Z. e9 `8 s( H1 g0 S * DDSetColorKey* i- W# w8 d7 c7 u5 L * ' g" A$ h; l4 h/ y0 T- P# w0 c1 M * set a color key for a surface, given a RGB.& B5 H) P+ y2 \% k9 L# l6 X9 n* g * if you pass CLR_INVALID as the color key, the pixel . h h. N- \3 ?" n2 G* x * in the upper-left corner will be used.7 O9 o4 N* H" w$ W/ y */ ( `9 r) r- @5 O: j- O0 q( Y; xHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 2 `5 _9 e! j0 @- H9 ?4 M: z {& I8 K8 s: D; Y: W3 T DDCOLORKEY ddck; ' ]6 T4 d& j1 r; o1 n6 D0 A+ t* Q5 i, _. u$ W, S& n+ T: X1 I ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);2 F6 W& O$ j+ R ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;3 k+ d1 c3 `3 e$ J# X% \ return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); 7 {4 G! Q- t9 F* Y}" b) e9 |( d8 d! k G3 X) }$ [, k6 L: F- M7 S 8 f" q# N. p, T; ]- F& Y U4 M# @9 _9 W2 p/ P T- c \5 V9 v; ?我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!6 h, {$ K+ a4 a) Z* n+ U 游戏下载地址 hays2002.51.net/game1.rar + e. k R) Z# E1 G4 x
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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?+ ~* a9 z1 R8 p3 y; e5 g& ~

      M& l' N9 r# F. N* A1 X$ X0 N2 Z- O* {  h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。: S, F( Y  d. R$ s$ F& F: s
    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
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    [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
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    [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:2 `) c  d2 c2 }+ s* ]
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    1 m% I% E3 h( T
    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
    . m6 a0 \# z; @: k( a$ w7 }- d/ v
    % D0 N( A+ g  C2 Z* _) \8 l再问一次,这个游戏到底是游的什么???
    男人 该用户已被删除
    8
    发表于 2004-4-12 16:21:00 | 只看该作者
    是什么游戏啊

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    9
    发表于 2004-4-12 16:58:00 | 只看该作者
    以下是引用hays2002在2004-4-10 15:23:06的发言:
    - {. Z! s0 k: F9 a4 T9 T绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    ) x% M1 E3 l" I3 Q8 Z0 |
    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 K. u2 n: V: B' V9 ]% H! |
    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。9 p: d; C, r4 h9 Y( H& a' H
    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。
    - X' B1 _$ t, x  M& k9 ^5 O, {" g- F! w0 p- k7 L5 Y6 b1 ]

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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0 F% S- l. H5 ~2 W# y
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里% b1 U6 u6 N: ?/ T) S
    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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    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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