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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 2 i: p* x. ?' Q1 }! v6 Z- u" N #include // DirectDraw所使用的头文件;: T/ z1 f+ p5 ~, g1 a% T: J #define MAP_X 64 , _, A4 O1 S! H2 A#define MAP_Y 48( `- ~# t; `* {, { // 变量、声明函数;# J/ i- P+ k f1 ` LPDIRECTDRAW lpDD; // DirectDraw对象; 0 E- g# a* y7 }5 v+ k) YLPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 6 ^' W4 O/ K# V( y. cLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 ' Y6 j* o/ \# |; g( A* Z LPDIRECTDRAWSURFACE lpBK; //地图页面 0 r8 F" `" }* {) A% C) J( o. YLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 z, z+ V& |# b1 R LPDIRECTDRAWSURFACE lplogo; //logo页面 + j2 A5 r0 X: I/ I LPDIRECTDRAWSURFACE lphays; //海斯 2 H0 ^' k" V0 B' s4 n 4 s" _% ~" G# W( i! g9 U8 bint MAP[MAP_Y][MAP_X]={ % g8 ^7 Q( P3 `% 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}, / X$ E8 i. I3 e2 r3 y {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 i9 I+ u6 Z: d9 H7 h |8 x& 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},2 T5 @9 t% N* @: x! z/ J {1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, / x0 Q/ e, Z! B5 F* U{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 u7 c" w* g% o% P* k {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}, . q( D$ p9 @0 \ Z& _4 `* c{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}, ! s6 R. ~5 @( l3 V* I{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}, + C1 S, G; [% Z" {1 x{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}, F; O: F1 M. `& w2 ]+ [9 b& ]{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}, 6 [7 g% @! S. {& Q1 j{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}, ) Q' M. m" N9 Q* 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}, 1 `0 x4 i1 |, W4 F: o* G2 ?{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},4 x. x/ S# Q* o. F D% g8 ^( u2 ? {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}, , j0 d% I# B7 Q9 p; `- 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}, . j; Z$ U7 F+ ], _9 m- \. ]# W{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},5 {# M8 O! U. I. 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},% d2 }% c$ N' i8 ?( k# w" l0 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},* O; Q* A5 j- O6 ^0 }' `) @ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, ) `: y6 p b' n }, J9 G" 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}, * v) S2 J1 i5 X% E5 ^0 p8 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},, t% j* \8 I7 {) f+ 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}, b3 B2 g$ }) T, R) 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}, % ^+ U3 J4 a. n9 n& Z3 H{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 X2 B, L. ?( M& j / e6 W' E% l9 m# i1 t \8 S # j% l! ~$ m: c j' D" q8 @int SX=0,SY=0; //地图坐标 . _6 m8 Q9 b: U . Z# W7 _$ }7 C. }3 k3 c# z8 }1 Q int old_SX=0,old_SY=0;# Z% ?7 d$ \! u1 H$ k% A7 U# o/ j; } ) T7 T5 E2 S4 w0 ^9 TRECT rect; //blt用的巨型 ; v1 ?. G* d# @( Z8 Q7 Kint speed=10; 7 i8 G* F. K( d) b! P6 E2 H$ I @" @' L ?; I s typedef struct{8 G% S# |3 }. `) Y! g int x,y; //当前坐标& a& S9 U+ d! s: G- x, p, N" S int old_x,old_y; //旧的坐标) S( |5 v9 B! k2 Y# w' ]2 W" ` int Way; //方向 7 P" l: g! g3 Z! B* t, p7 Mint Stats; //状态 ) h& ^9 O7 g$ z. B: s |}Role;0 m+ H; w$ r2 e5 |5 Q* L , C$ }, I: q" D2 @& }6 w9 a/ j Role Hero={1,' F% I8 R+ w U0 P 1,7 x5 V# ^" o' K' J2 K/ b* D& d 0, ; W7 T8 u/ ^+ y% M- l6 q 0, 5 n- q- j* r! w! {- ] 0}; : G. D8 A4 I% J6 Y2 m2 M, m6 n' @8 c" u ' R* E; O3 ]1 N' Q# w* g 5 J4 r) N* h+ u2 U% |" h j/ J 7 |( H4 J0 D, B. k3 R9 h( q4 A' }* Z7 z$ e2 |1 r* w" d, D: u& V/ |$ \ //函数声明列表- d2 @( P c8 u/ J9 x6 v 0 g% C. c# ~- ?" m! ?" fRECT GetRect(int x1,int y1,int x2,int y2);1 s5 g: j! u* t& D7 R) P- x void MainLoop();4 t! ~; B/ K) ]! t6 i) y void Gamehead(); 8 d& }0 F. Y! ^: U. Evoid BackGround(); , `( U- b1 ]$ z& |" NLPDIRECTDRAWSURFACE bitmap_surface(char* file_name);: g) l0 @3 V' P0 U- v DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); / ~8 \# t d6 j) THRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb); 7 |& k$ Y+ k8 E8 [1 p5 XLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);7 H, X$ Z6 }0 r void Delay(long time); //时间函数 * w( k, G6 u R3 o3 `7 ~/ Q2 X3 r BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; : e/ ~: t1 Z1 H' \BOOL InitDDraw(void); // 初始化DirectDraw并且打印字8 _! B- i: h/ M* k% w& K #define SafeRelease(x) if (x) { x->Release(); x=NULL; }( j8 v; Y q. D% l c0 b: S0 N! q void Cleanup(void); // 卸载DirectDraw函数;. [0 a' D4 z* l$ S/ U& i : ~; W. i; Q3 G! ` 1 I; ]7 r8 n& x8 m . }; ], ~6 i p8 U0 a( sBOOL InitWindow(HINSTANCE hInstance, int nCmdShow)" {6 \% o- d' [: R {4 q' P- Y" b* `5 R HWND hwnd; // 窗口句柄; / a3 b9 k# f, L WNDCLASS wcex; // 窗口类结构; 8 r( T6 j# s) \7 f6 ^( W& R) g) o* K% Y4 n _# x // 设置窗口类结构;& ~5 E+ f% @- S- w wcex.style=0; // 风格;3 r K/ z% {8 \+ C wcex.lpfnWndProc=WinProc; // 窗口处理程序; 7 _3 H" l+ }& [1 R wcex.cbClsExtra=0; // 扩充风格; K; {5 U( f" U% i wcex.cbWndExtra=0; // 扩充程序; 5 P7 D t! t; z9 J. Z. j$ n wcex.hInstance=hInstance; // 应用程序hInstance句柄; . K+ b/ F1 `; V wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;' D4 Z' [* h5 p& X. T! s+ x) M wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; ( [9 x6 y" w; c/ @* k/ N& D" P. q2 q wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景; ! y( a9 F Y/ b3 P2 } wcex.lpszMenuName=NULL; // 窗口目录; - M& x( ?. |; R s4 c8 Z5 M7 c wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名4 J& a' L9 g" n$ N0 d // 注册窗口类;7 q E' R' Z$ X4 V+ r) I RegisterClass(&wcex); - j- |$ K ^( c7 E; ]- h( k- ?& @$ U6 b m // 创建主窗口;' }" `( X( ~9 L7 }1 g hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,! x4 T$ I6 t( h2 d 0,0,GetSystemMetrics(SM_CXSCREEN), 6 P5 |; t5 U3 n/ s" d, e0 i GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);/ r) s6 h8 f: g" M3 H if(!hwnd) return FALSE;4 H& N8 U) ~) c. L ShowWindow(hwnd,nCmdShow); // 显示窗口; * R2 }# W+ C9 L- G5 ~ UpdateWindow(hwnd); // 更新窗口;% f/ P: \% T8 G9 s6 J8 C5 s- c4 N6 ~ ' }; X0 U* K" _8 g9 S) Z ^0 s SetTimer(hwnd,1,30,NULL);9 c" ^. P3 {" Z3 ?; C7 g ! Z$ I1 I2 V6 k$ K w) h return TRUE; 8 j7 Z+ I0 _6 d; Q}9 J! U8 j% U% A( i( h/ L/ Q( l " V; b+ S6 ?- ~6 `" uLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) % i/ ?- \/ c6 s5 w{, X9 @% L5 g2 y switch(message)* W' y9 i1 Z+ Z- Q% a {: `" L$ x R( ]" X% S( ~ case WM_TIMER: ! g6 _- r: K4 P7 B1 p lpDDSPrimary->Flip( NULL, 0 ); `4 V7 B: H N break; * P) S9 v3 N* I r ) X a/ {$ N+ S4 Y& ~, f case WM_KEYDOWN: // 如果击键;" z8 ^: D' n. N" x3 N# d. m1 h switch(wParam) % w0 C$ P$ l# v, m9 ~6 o4 ^ { . |) ]2 n+ p' b6 j0 c case VK_UP: ; j \- U+ {" Z+ s, k5 c& [3 u& { Hero.Way=3; " ^ s6 @- k! S7 z. E# u if (SY<=0 && Hero.y<=240) //往上走 ( D4 w7 I. `" e- ^" } { 0 t% |; O: R J2 m SY=old_SY;2 v( I5 A1 Q" K% {% K$ h1 H Hero.y-=speed;/ T* u/ v% ?) ? p { }; a1 C/ O& E& A0 _/ H8 m x else if(SY>=MAP_Y-48 && Hero.y>=240)! ]5 ^, f' `+ J0 F( q { : D7 R* C& @4 }6 W; Q+ [ SY=old_SY;$ K6 q+ l, E/ q Hero.y-=speed; # y! H$ L/ H+ h0 m) J } $ c f4 R8 ]3 b. f0 V4 y# ? else SY--; ! M3 F( Y4 o0 i/ u2 s3 | A* d4 v3 ^7 | break; % Z0 `# M& U, l/ J6 z. ^; G & i1 |2 d1 U, O6 g# n case VK_DOWN:& K8 K ^! n# t# k Hero.Way=0;# t! w* M3 Q, O1 F0 y if (SY>MAP_Y-48 && Hero.y>=240) //往下走 4 o1 f: H9 a; t( N! S" M { " L! U" U* f+ U6 ^; ^ SY=old_SY; l! R' g4 u. [7 ]( { Hero.y+=speed; # e5 i3 u. T. W6 q }/ a, W, k8 Y& K& `& b) |" |2 ` else if (SY<=0 && Hero.y<=240)" M# K o( r* p0 a( |: M {( Q+ K% j+ t8 N: o, j SY=old_SY;( T/ m2 a7 i u2 s, K h Hero.y+=speed; ( C/ o: c/ I) h: [8 m } . d$ p3 R5 ~7 G4 @ else SY++;8 r X& r- ^. F6 O , Y* ]9 n) S9 W# r* a# T0 i break; 2 C- ^5 b. @, j: p: K- C7 j8 G) H: i3 J! J - |: M0 B" h# k. x* {9 O: i* a) `% i1 x case VK_LEFT:, D0 o4 C& ]! j3 G' G Hero.Way=1;3 W$ |& T$ o( u* ~( ^# v2 G3 \& h if (SX<=0 && Hero.x<=320) //往左边走 $ u1 x* }0 _8 |3 `2 r5 J/ b { 7 n7 t, _, o) o; R8 S1 N$ `7 { SX=old_SX; 7 c" U" D# Z/ P" i) ~ Hero.x-=speed; - n4 \" n7 {# C2 z } 8 _# `' m$ N8 C- D5 K else if (SX>=MAP_X-32 && Hero.x>=320) 4 e, f+ a8 J! t# `4 ]8 o. E; E {) ]( n- Z' g4 e$ m. J SX=old_SX;) q$ o2 k; d* ]0 X7 @ Hero.x-=speed; : J5 s4 q {2 s2 p6 A } # D& t, Y9 `1 W) r6 w% @5 z else SX--; / k6 X7 a- Z- F: r, u " X+ C9 k j# o$ Z6 E; P) }5 G1 U break; # t5 R S" N+ x5 z) V i9 i0 K$ i/ q* u9 T' f * {, G, d5 P$ R" Q case VK_RIGHT: * G9 Q9 r6 b2 P: B Hero.Way=2; 9 D" C [* X( C# E if (SX>=MAP_X-32 && Hero.x>=320) //往右边走+ ?- m1 [ `; B& ?0 m# ` { 7 X0 p$ W5 y- v. ?" t SX=old_SX; k8 X O& [- a* }5 U% @+ U Hero.x+=speed; + O7 E1 c, Y. g1 f }; K; Z! D* y- K/ A% n. y+ K3 F else if (SX<=0 && Hero.x<=320) & m( P# W" e! O# w- h: j" X5 `& s { 3 z& Y' z: m1 U( d SX=old_SX;" |2 w7 X( e0 {0 r$ `3 q( X Hero.x+=speed; # A: M5 U. D3 e2 H5 _ }3 t" V A0 V- r7 T" p8 i# i: U+ b else SX++;3 h3 E; Y7 ~7 B( n & E. V" z7 X O; b2 D break; 6 [" J1 p2 M9 d } 3 }* J9 f- H+ p+ p; J' N+ \# a M 7 B. N* L. n" g Hero.Stats++; ( h: }3 E! V- N0 T. [2 P2 S if( Hero.Stats>=3 ) Hero.Stats=0;& J% E: J& }9 g( s# e : p2 I$ h, k- Y6 O, Z4 R break;$ [ f# ]3 x$ }+ J) O1 d) Q3 ` 9 \6 d9 N+ `2 |) I5 ^3 [* S& m, R case WM_DESTROY: // 退出消息循环; # f- r4 l1 y% C. i; U9 P Cleanup();6 G* R) M; _, p8 `5 q+ i PostQuitMessage(0);8 c/ S% g& j+ Y2 T: r/ ~% D break; + B. ]! A. T% [( t6 b" M! C+ z) t }2 o6 E) S% h9 K7 |4 K- [3 x // 调用缺省消息处理过程;! h$ H7 g1 k2 i. V1 n O return DefWindowProc(hWnd,message,wParam,lParam); ! d+ e% T; r0 E& x} 6 W; h7 v& P5 l0 ~! R/ {6 r i# K* ~! `" E* E( P // 本程序的最核心内容,即DirectDraw的基本功能与用法;/ `' r+ m' Q6 c# C/ S* B: L BOOL InitDDraw(void) d. z. Y, X, G# G n {& r% _- ?6 s& K) t! y3 U DDSURFACEDESC ddsd; " L! t+ I# R. v) z% c1 U$ i1 j HDC hdc; * ~; w x$ M/ d9 B3 r/ X. B# L3 B DDSCAPS ddscaps; , S( c$ J6 R _( b: h: S // 创建DirectDraw对象;1 B8 n p7 \ a if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;9 n8 t7 _% J' y& z% u& y // 设置为全屏模式;. t6 N' d- t. [/ D if (lpDD->SetCooperativeLevel(GetActiveWindow(), $ `$ I; c( ]' u2 u DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)/ {4 e0 k5 o9 n; B" R" W8 i$ d% a return FALSE; ( A1 [; e6 g! O // 设置显示模式;. k2 n \9 R% y/ N2 _8 U4 J if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;* ~* L; a9 Y. i* G, S2 d // 设置主页面信息; ( h4 c/ a" w R ddsd.dwSize=sizeof(ddsd);: f4 E( @! d1 V: i, I7 b$ b ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;6 b. F! G7 @' I, V2 d3 {" D ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | U- q) [1 D" b8 O DDSCAPS_FLIP |/ H1 i7 Z4 n- Y" M9 [4 i DDSCAPS_COMPLEX;4 f; X8 b. R. M- V0 V 8 m2 c+ e1 L8 w0 K) w% q; A ddsd.dwBackBufferCount = 1; ) t: u! P; j3 |1 M |7 V2 O % p l2 g$ n) Y) R$ c- H // 创建一个表面,类似开辟一块屏幕大小的显示内存;1 S9 I8 Y$ M& z" b% m) G if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) " I/ S& z# P& h0 x1 w MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 3 F& T0 f$ K) x 9 S& y- o# J# B6 e5 u7 i3 G ddscaps.dwCaps = DDSCAPS_BACKBUFFER; " c$ R8 \# T8 @ if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) 5 h$ D0 H) P/ x; e MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);, k. @: k' x n . S/ e! z$ ]$ o( o# ^" a lpBK = bitmap_surface("map1.bmp");5 F3 V( ^, k6 Q& q+ C! y" A lplogo = bitmap_surface("logo.bmp"); 9 u7 x4 h+ `) C lphays = bitmap_surface("hays.bmp"); 8 f) q) q& \* s# a2 Z: N lpPlayer = bitmap_surface("PLAYER.bmp");2 @) k2 ^" a2 s# o4 X# X% R/ s- n/ C DDSetColorKey(lpPlayer,RGB(255,238,187));9 u, I) m4 z, a4 n9 C 9 |" e4 R- j" u/ j/ J, U2 g return TRUE; 7 T w( X j; f; m9 Q. ]1 B; z: w. I} X% `+ |8 c% | + R" p- `/ }! V' v* ]4 [9 p& Lvoid Cleanup(void)8 J. G6 r+ X |- f# \* }/ R$ L/ Y {7 Y: g& l. F: b' b. C3 p* f & v) l, }8 k/ I1 {" d T% H SafeRelease(lpBK); / v5 @1 E0 _7 c) W SafeRelease(lpPlayer); 0 f/ Q" {0 _ s" |9 f SafeRelease(lpPlayer); W5 X8 |# o9 O9 @, ^ SafeRelease(lpDDSBack); 5 p! y& N, T7 J8 Y3 {& E SafeRelease(lpDD);* M7 S5 i+ ?( I k! m( F) ] SafeRelease(lplogo);0 `) b; a6 t) H# ~. I* C8 m : f5 {9 C9 t8 p. e4 A} 2 Y) C5 S3 R1 y* J: s* A; D ; z8 W( E: M7 A+ E7 F// Windows的主工作函数,类似Dos下Turbo C编程的main();6 h' l7 S2 ^# B" S9 k int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, 8 W3 l3 U. ]' F7 A# \. H LPSTR lpCmdLine,int nCmdShow)3 v5 ~4 J! J4 y% R0 m4 o {; k: M! i, j5 @+ M3 q- p- w5 _/ V MSG msg; R" ~& o, r# g4 V" D+ C% y+ g 6 o" c8 W- g8 f+ M2 Q8 q7 u // 初始化主窗口; 7 R1 o9 T, l* J B2 i if (!InitWindow(hInstance,nCmdShow)) return FALSE; / _0 a: \% \+ H+ W( h 0 a6 T1 M6 H( n) W // 初始化DirectDraw环境,并实现DirectDraw功能; , {% a! J0 t* q5 W if (!InitDDraw()). c/ m2 A$ n: B3 c7 c0 o# e1 v' l { $ F$ q. I$ K/ L+ W( j9 x' l v MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",' e" L$ O" e* w2 k: C% n) u "Error",MB_OK);7 h" w& h1 n4 V$ Q5 ~. h void Cleanup();) X3 z6 \2 W2 X/ v' ? DestroyWindow(GetActiveWindow());0 j7 l5 P" i1 S/ I: J' s return FALSE;5 [2 W, ~- w2 b7 D- A } ; a. F2 v0 v" z8 W" i Gamehead();1 q7 E! i% ` n# l! y* ?, |0 v : b- R* F5 Z3 n6 ~: |2 `0 u7 a0 z! g // 进入消息循环; 5 z! n# n* z0 \& ~% P while(1) z2 ~% V5 v' n' M% \ {! y: B7 C E; t" U/ x1 s+ o if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) " U4 V1 I. h0 a3 i- ] { 5 N n' ?: i! H& L6 M( | if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; : ~( R: A! d' W/ `1 n4 `% E8 k9 Z TranslateMessage(&msg); 6 e M" O6 W; D DispatchMessage(&msg);) s' p* S R4 K) m, e- a+ ^ } ( ?$ e, o: G0 T. H8 f else) S( C7 \! Q; b! I& q MainLoop();; }* T, G$ T+ V6 A! F# d } 5 `9 x* {& e5 n! x! B6 n6 G, v& o return msg.wParam; ; w0 a0 C0 H3 |$ @7 {}" G e" ^$ e0 z: U; b- Y / l& {# \0 ^* n # o; a; H2 k9 L m& a7 L7 O //游戏需要用到的函数 7 p. e1 A( z% W4 s7 q# }1 K1 x2 |/ t 4 W& ?$ I5 f; ~+ {# K5 }! S2 X) Z1 \1 O4 z6 j- D0 d P $ ]! I, I8 x5 ~. K void Gamehead() + Z' W; n0 x: ]. h{( n: {% T% [$ b% V0 F0 b RECT rect1={0,0,178,145};, M% b' `7 e0 x6 i/ V int x=80,y=100;9 ~3 {/ b4 J9 r1 h( O6 o9 x int i;+ Y/ \1 c+ v' x/ s2 P . m. B# C, U- q lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); : e6 Q; _2 [: c }+ z9 A$ J # F; j. m; D- V8 n6 {7 G' { for (i=0;i<6;i++) 6 l) i9 w. A4 h# `+ c+ X v% i. s2 U {, l- Z9 R/ m- v, m rect1=GetRect(i*65,0,i*65+65,202);% {2 P+ k. @4 O3 a& G1 s lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);% l7 ?4 ?4 J" ]- Y0 S Delay(500);' _. `9 j, j! d/ l0 J }' g' x% R! D: E( e * {. W) O# v8 d. L' x- {0 H: f4 Z Delay(3000);# F0 j e' C; _ } ' {- i' A w& F& t8 Y* K# G% x2 t 4 Z, E" R# M/ p# d' M: |% Y4 I void BackGround() //画地图 & t3 F& ^0 L2 E# P" p2 [ {% H0 W; h% c7 D4 ]+ T3 g int i,j; 0 \2 B4 e: m+ L: m+ o for (i=SY;i1 Y( X7 G: y. V& j& M& F, A for (j=SX;j. C. d A: C x; i if (MAP[j]==1)0 O0 P& ~( y8 H' {4 s {! C" L/ ^" y9 z rect=GetRect(0,0,32,32); / a# m$ @. H' ]2 m4 R- m, n3 g' f, x lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);7 i. S( c; t7 y* j8 h, t: F } 7 }% E- H) J0 S% v, u else( [* `4 c7 y: _3 ^ {) b: j% Y$ P3 B% {7 F, _8 a. Z. B) J6 U rect=GetRect(0,32,32,64); 1 q! ?3 e; d& m lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); + @7 C( y+ ?( k n, { } & O; a2 [- z6 w' y0 [/ E}: A& |" c! v% V! { # {$ n' |% }! z. L RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 " B' _! s7 l. a# a" M{" R; J) Y7 S8 r RECT TempRect={x1,y1,x2,y2};' X+ J: A, Y" l+ o5 | return TempRect; - l! b8 l4 p% g( {9 l! ]} " v e3 Y/ [- x7 \% Y) I4 r: n( t! ?; K void MainLoop() //游戏循环 6 m, C% e5 X2 _3 n- R { 1 G4 w9 [' K" ~, E8 x% ` BackGround(); 4 L+ q6 L8 o% P' h1 J RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};+ ~' g5 ~6 y: k7 y4 \ lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);) ?6 G* N( s% `8 b+ S / Q8 V* l' c& Y, N, P( Y% m if( Hero.x<0 ) Hero.x=0;! C8 H6 J2 C, p+ [" T; ^ if( Hero.x>640-32 ) Hero.x=640-32;$ {- r6 V5 P. t K if( Hero.y<0 ) Hero.y=0; . b% D8 K0 B$ g1 Y if( Hero.y>480-48 ) Hero.y=480-48;2 e' N' |6 l% y* u) g0 k . o8 e% t' O4 g8 v Hero.old_x=Hero.x; 9 D- H9 o) [ Y7 o$ U Hero.old_y=Hero.y;) h7 y7 y6 X [3 u5 ? old_SX = SX; old_SY = SY; i% m" s4 u- Q} 8 |7 U0 N1 c }9 s" I$ `' D% U6 B ?( A% }0 U6 c" g' s+ B 4 V2 u# H- q- L3 i5 }* ?5 E void Delay(long time) //时间函数 # I) x( ?0 @9 j) r- h/ u {' Z5 C# a; I0 b% F& | static long old_clock, new_clock; //延时变量( |/ X, Q2 d" M, \ new_clock=old_clock=GetTickCount(); ) T, f9 Z+ S; C& \& ^, R while( new_clock < old_clock + time ) # r" I( I: U$ q {% R- u' }9 w9 @5 Z C) G- ^7 n; Y new_clock=GetTickCount(); & F k% |) x0 I! }$ r1 y6 i( F }. |& W* W" d% [' t } / F, m4 F5 f7 _/ x3 A+ [7 a 3 y& o( c8 j3 q) e+ {8 ]! E% y- M. z1 X4 t9 g' n4 V8 K2 N1 c2 j $ R/ e- O, W, h8 N7 E( G9 O- S: X M( w$ ^ //下面是dx相关的函数 2 f: T6 W' \ d7 C {/ I6 d' dLPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 $ X, O, b9 z$ z+ _/ [ {( j* D, G+ |7 O' q4 d HDC hdc; 3 O. Z* L7 i& g5 u HBITMAP bit;$ ]- H {5 n ]6 T u" e LPDIRECTDRAWSURFACE surf; 5 P; i6 X& F5 z$ A+ J5 |( g5 ^7 F" r* M2 B 1 H2 W# d3 t, @; _! ?% S$ ~8 ~ ) Z# x# Z9 m6 z r0 { bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,6 P4 r( M% K ] LR_DEFAULTSIZE|LR_LOADFROMFILE);. r4 m- P6 C7 M1 ]. W# s# } if (!bit) . a* I7 e* X5 N6 c) u 5 k8 [# ~3 J2 L) p2 ] ( h( Y/ |$ k- \6 }; P# i$ o' ]( [ + h/ U: P4 [8 C1 r return NULL; }7 }! L' r! K3 e. _. U ! J6 r) \% ^, ?, j3 V5 _ ; f6 k0 J) f1 W" U, a8 Y & E# q+ R( S$ X& w. h; N BITMAP bitmap;& x0 z& ?6 w: `+ L# w' E1 U- a GetObject( bit, sizeof(BITMAP), &bitmap );. e9 V1 h4 _2 l int surf_width=bitmap.bmWidth;) b: X: c6 S! [+ q- ?' E int surf_height=bitmap.bmHeight;3 I7 v) E7 V! [% y # g$ v7 J- Q5 G/ s, t }) k, _/ k; k6 ^1 l1 ^5 g ~. @7 P4 d9 u- ~& t, u1 H5 R" U# z* W HRESULT ddrval; ( M2 A* i0 q7 x+ M DDSURFACEDESC ddsd; - a+ {( }5 x* e% N: T7 D( \5 l9 { ZeroMemory(&ddsd,sizeof(ddsd)); 7 N5 T7 b5 o' z8 O, u# Q ddsd.dwSize = sizeof(ddsd);( {; d ~. w+ r' \' _7 \ ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; ' Y, U) K* j, ~& k t6 E9 [ ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 0 o% }! W, q0 K, X ddsd.dwWidth = surf_width; 7 h1 ?) L& h+ b! W6 g6 ? ddsd.dwHeight = surf_height; 8 M# P% U5 b0 \, g+ o2 D" S - l! R% H( a& j2 ]; \& }8 J% o/ O( i5 a" _/ X0 g$ f 9 K8 F4 D N6 H* U! g! \6 T2 n ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); m7 B; W* g g" a o& J/ X/ r3 }9 t 1 \1 f! B% F3 ]' r8 |9 B- F7 Z5 } O; y if (ddrval!=DD_OK) {# i, _* ?5 }( W. j5 @) d - O. J7 C. G/ _5 F# L0 v # X' u+ e: c* W$ F' ]+ U5 Z DeleteObject(bit); 4 ]7 b0 i6 N t A return NULL;( j k. V; \! g2 F; F7 [& I i $ S+ ~ y' A* d } else { 3 |/ o! C& \* u: L5 ~: r: I - ]2 A( t, b" O, n/ T* b8 W3 a' y+ c: ?4 k surf->GetDC(&hdc);- w3 }; X# I; }8 n- v% X; N % h& i D, ^8 X0 p- y- N2 E* k/ O% B2 I, q, R, T + B5 J8 i& ]* k2 C HDC bit_dc=CreateCompatibleDC(hdc); 2 [6 ]+ N# B$ _ 4 o2 z3 o! f, w& v% m! Z [& n. Z: |- y! t; l SelectObject(bit_dc,bit);; E3 j+ n: `; A0 h( w BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); 3 U1 A' L4 p9 D0 e& D1 J' u* c# `) n4 t $ d9 q) \3 H$ y8 t5 ]6 J/ ?2 K surf->ReleaseDC(hdc); 7 M* {5 E! B" q; L DeleteDC(bit_dc); ! B0 n0 ?, d0 e1 s8 C } ]' `5 P! L# N; c1 \ 8 g, Y7 H& T0 p" z( @. r, H% f/ v9 B+ g% I 3 U. |3 g, [ }5 _3 O" m: n, J DeleteObject(bit); 4 i/ V! T: K. C1 y9 l, [; T ` T8 }2 k % P% w; D$ t! d& @ return surf; 4 t9 D; L2 f& K$ E9 m} ! ~. p/ @+ N% t) A 8 ?1 ~1 |2 N' E8 A. e/ D1 w/ S! Y+ f! J% c ; V9 e3 j( d2 E" v5 j' A8 [ DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 ' ]* y6 l6 w5 \ {" [3 o o8 O+ {& q; z COLORREF rgbT; & o: C. ?5 H+ V( V HDC hdc; " b" A& J; v4 l" M# `) W DWORD dw = CLR_INVALID; 0 m. ~# |% w! A7 ~( u8 a2 x! z1 w DDSURFACEDESC ddsd;4 l& m+ f+ _. R5 ?/ B# s HRESULT hres; 0 {, w! U4 X1 k& X6 I9 k M5 `' s/ U* N' P$ O, l# E // & y+ y' Y1 i7 y7 K/ Y- E! c* E // use GDI SetPixel to color match for us2 d5 z2 D7 ]4 b; Q1 J! M //7 z. x, _* M- m U if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK); C% Z5 H/ r6 o/ u { 8 o; M/ v9 I" L9 E rgbT = GetPixel(hdc, 0, 0); // save current pixel value 6 i$ {: ]. x" r& p' J$ @ SetPixel(hdc, 0, 0, rgb); // set our value( B3 A$ S1 y8 R6 O7 Y6 V pdds->ReleaseDC(hdc); - U- U- j. E$ Y) t1 q }- Q5 c# v# w, E {& H ) H: n2 |; k. T$ x3 a( \ B0 L // 3 K8 w5 C1 n; t M // now lock the surface so we can read back the converted color + Z& N/ V+ T' @. t) I( N // ) R0 S; x4 J( w$ U% g7 u ddsd.dwSize = sizeof(ddsd);* t0 c0 F5 Z3 }% Y! e while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) 9 j7 M4 i' U: q! C" P9 [$ e ;! d- H7 I) S! u7 T: { : P. W" I: `' A$ h7 [ if (hres == DD_OK) 1 v& o& P; ~# C1 g d% g2 J4 e {, [- A! k1 k' w9 n5 j: ~# b+ m dw = *(DWORD *)ddsd.lpSurface; // get DWORD" J) s+ k R+ w$ Q S% M/ D dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp$ M& c9 ^6 D1 e* W pdds->Unlock(NULL);. q% ]) m- e$ v5 O+ b }6 B, ? e/ T. r7 C, D ' \7 T& w, L% t, D, [ // H6 V$ h$ ~8 T; u // now put the color that was there back. & A$ l" x0 D8 _. ^' F // % {# z% c2 D+ O if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 5 g) ^! K, D+ Y' T- g* B {: C! _# _0 T- v SetPixel(hdc, 0, 0, rgbT);9 \! S; n& r! n. z* f" } pdds->ReleaseDC(hdc); " h5 R6 u- Z! x* ~; w- c1 g }$ w% y- g/ q( t. b # {- L2 Q4 f' O& r o' J return dw; + }6 F0 v5 i; N1 v}0 A+ A% ~; f+ X$ ~, Y 6 @8 L" T/ Z! e* Y$ I0 v /*" i+ q# O7 d& y ~1 {2 V0 D* F * DDSetColorKey0 u: g, L' Q8 k7 F2 R) i *3 a. I; X" {& [! w- @8 u6 k. k * set a color key for a surface, given a RGB.- S5 C/ A$ w% }8 ] * if you pass CLR_INVALID as the color key, the pixel/ D/ ^5 D8 f9 J+ R3 G+ ]" d- n * in the upper-left corner will be used.1 s, v1 d4 J3 I3 I" Y) G */ , J; p8 F3 k$ d/ SHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 6 u9 d# }' A/ V; _5 { { " ]. m; U4 n, o# U DDCOLORKEY ddck; / E! j0 }3 ~. e9 {; W : ?3 t- F/ C' B ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);- S D1 ~/ d2 G V& Y ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; 4 P+ v; B( M. {# e0 \ return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); ! a% Y& t6 M2 v0 @( ?}% v% t( |; M$ T 7 M% H; D+ z# y 9 Y6 L+ V: W/ ^+ H9 { 7 V' E) ^0 D# B" X# G/ `# X 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!1 ~7 E8 r- \" f; ` 游戏下载地址 hays2002.51.net/game1.rar I, r/ }: @3 A; h; r& n! a3 n6 N
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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?
    / Q# m* {9 j5 M  r6 P/ b2 J$ Q/ F. G( 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。# `! q- G% B) z! h& s% O! J
    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:1 ~/ J1 `7 ^2 e' ]; M
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    : v( r4 F9 k4 ]2 F' h) Y  r8 _$ [
    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
    4 n6 S' |- `: O% g. P8 M/ y/ Y/ g5 G5 `8 M( n7 i9 H
    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:; N" X! W; f* \; o
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    4 K! u& B, O$ T3 ?% g3 P
    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。9 H& W" E: }/ H6 j% f4 q% Y
    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。" S' L- w/ b  U
    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。
    7 F6 ^' G, U, w2 p: p8 B  V; O

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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6 W* q. k# Q' _- T8 i
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里
    " }/ _. W& _0 d) C% h+ _7 H
    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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