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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 # X( O; t: ]8 c4 N #include // DirectDraw所使用的头文件;0 w' M0 {2 c* M) b9 ? #define MAP_X 64* C: J& O% S5 B3 n #define MAP_Y 48, b/ a( T) n" Y* F% D) V // 变量、声明函数; / D, p2 U) n, w( L" ^LPDIRECTDRAW lpDD; // DirectDraw对象; * p2 R7 O; \( P. mLPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 . b; E( R9 j% A! n0 u$ T' V1 ~2 E$ MLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 7 F/ h. h/ J( vLPDIRECTDRAWSURFACE lpBK; //地图页面 7 K* h' ]+ Q5 j* x1 o/ n LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 9 d. z7 \6 D4 S) s LPDIRECTDRAWSURFACE lplogo; //logo页面 $ a$ L6 b0 U0 b" U, G LPDIRECTDRAWSURFACE lphays; //海斯 / }$ v H& b8 c5 F$ M " G! Z9 p* w4 ?4 @1 }" pint MAP[MAP_Y][MAP_X]={; l& z5 Y5 H1 z/ J- B, k% | {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}, ( _* J4 Q, \" c6 Y9 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},8 q5 N }+ U. k/ ^' c; X0 v. B$ i {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}, , Q9 w. G- N, p2 _7 S9 H{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}, + K3 U: u6 a' Z V! D g7 a. G{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}, : n# s8 U0 r! l; m: `& V( n{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},' r6 O% V% p9 r* \# j3 W {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},$ J1 y3 \, h& c {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},& S3 V- r3 K6 O. s$ ]' [) s {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+ u7 [4 B, u# Y3 s, S( M, w6 X% J{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},% Y& g7 y" ]$ x1 T {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},* D; K5 u4 M: w L& e; 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}, 2 s* e: g3 z3 `& g' f, d{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 }: {: M$ ]2 n6 N{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 U" g3 q- ?4 ~5 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},) I# e& I% D$ r# 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}, , M" w2 S2 e+ k$ P{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}, , Z, p6 ^/ [) @3 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}, * ?. S; I6 f: K& v6 t4 g m @. ~{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, : r0 D: l6 `& c' s1 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},# R" |2 w) ~( O! Y {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" y5 G! x) H$ L8 Y) ^{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 f6 N9 {0 z- K4 e- T0 O, w5 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}, U7 H- b+ M- ]0 A6 J0 M' l" X {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}}; / f" L# a+ c7 t. |' ~" |$ _ 7 X2 }% d* X8 w Z) l, c : o6 t) j Y) y9 {: x; n Tint SX=0,SY=0; //地图坐标 ; e# _* ~' K% i: W: [: U! y) T: m8 Q0 a: l! _6 @' {% m. B8 m int old_SX=0,old_SY=0; F/ [5 b4 L( o7 i0 [" P ! P Q" F! H& C0 e% u3 ^' fRECT rect; //blt用的巨型 & w# j; \0 o- G" T& e- _ w3 o6 w int speed=10;% ]. ]. t% T: L1 v! Z, E . ~' E, O4 {4 N M9 T' A typedef struct{ 8 F$ r3 }& `3 |" t/ oint x,y; //当前坐标 6 p" p& R3 @7 c# R6 }0 N/ rint old_x,old_y; //旧的坐标 0 E# C) ?) |- C7 u+ a9 N+ {" jint Way; //方向 ; P& W. h% W2 n2 k hint Stats; //状态3 l. U- d. y9 n6 [2 h! g1 h! V8 M5 a }Role;! H( c; p, T9 l$ P( x * A9 `* \- F( N0 `5 M ZRole Hero={1,, ]" _, j& L7 s- H: p# Y 1, 8 j: X `/ G$ } 0,0 y# H0 |8 s/ L f" Y& q3 ~( j 0, ; g8 x: U/ i& a; n1 Q- i 0};/ G7 i5 W/ G1 V: e% a m- V 4 }3 {! p3 S3 v R2 B- D; G 7 t( C8 t, e5 N1 t- \ : J) n" O/ |7 v5 U ' U$ `% S- o3 z& _' ? T$ @6 U7 E5 S( O0 f8 ~ //函数声明列表6 ^" O a' I# m* {' q & _( S. |( Y0 W( e+ d T- iRECT GetRect(int x1,int y1,int x2,int y2); 3 W4 V- A- O( D3 avoid MainLoop(); , _' H8 ?; k8 qvoid Gamehead(); 3 j6 g. }( b% }; Ovoid BackGround(); , T8 F3 f; n! @9 ]: bLPDIRECTDRAWSURFACE bitmap_surface(char* file_name); + k: l# M1 ?. k, k5 B! T4 JDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);. ~1 Z# I2 Y p. N8 J3 ~ HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);! }8 P- t, h: z, P( R! F% F LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);* M8 I* [$ E( m k9 J9 z$ X void Delay(long time); //时间函数 e; G9 w, O- ]1 O( gBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; ) h8 n% S' W* G& ] ZBOOL InitDDraw(void); // 初始化DirectDraw并且打印字 . v* y. R' K% Y0 E( S+ D#define SafeRelease(x) if (x) { x->Release(); x=NULL; } 2 `, _1 p% W- M$ e& c& Yvoid Cleanup(void); // 卸载DirectDraw函数; & K) D: j# @5 L" N& b; R7 X. l% y0 @7 k2 E" z: P ; C4 c; ~8 F2 u4 D7 y0 S' t% p" W4 v. Q) K' T9 I( W BOOL InitWindow(HINSTANCE hInstance, int nCmdShow)( n2 K- J, O5 o4 I; [* y; T- L$ A5 _ {6 O b4 v8 W& R4 s HWND hwnd; // 窗口句柄; + y# k$ e2 U4 D7 L# E WNDCLASS wcex; // 窗口类结构;2 Y3 n7 o- s- h ) |4 O$ u' s ] // 设置窗口类结构;$ s5 c/ \7 V8 _/ p wcex.style=0; // 风格; 8 v9 W( ]5 {* {& O1 C wcex.lpfnWndProc=WinProc; // 窗口处理程序; , {3 ?/ c/ ?/ j# f1 ?' e0 m wcex.cbClsExtra=0; // 扩充风格; |/ x7 P" v! m$ X wcex.cbWndExtra=0; // 扩充程序;7 x/ S% M3 }. u( V9 \! D wcex.hInstance=hInstance; // 应用程序hInstance句柄;( b& ~, {0 X: R wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; 0 n5 Z; s, b5 @ wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; 9 n7 G7 ?2 D! W1 U6 L wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;, M* I" I P- h7 C F: m" C wcex.lpszMenuName=NULL; // 窗口目录;/ \" n4 l! J! g$ m8 }9 q wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 , U2 r, l, @. v/ _5 e; b d // 注册窗口类;# Q; r5 ?; C* X RegisterClass(&wcex);6 z, F" y3 S( q8 d% F // 创建主窗口;9 D0 j! H: j" e+ L7 s x/ o; r hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, 9 E) L$ k |( X- `) Y! a 0,0,GetSystemMetrics(SM_CXSCREEN),7 |) A) T8 u6 z: R; [5 z+ G4 M1 b GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL); - G1 I3 G9 v2 U, s$ ?6 n% R* L9 g if(!hwnd) return FALSE;: {5 f, T* G, Q4 u+ g ShowWindow(hwnd,nCmdShow); // 显示窗口;! Q' l: O+ u P+ a3 y UpdateWindow(hwnd); // 更新窗口;" m9 ~! I/ a, z, J( O/ Z 1 E( y% R8 `/ L' t( | SetTimer(hwnd,1,30,NULL); ( q+ Y U0 s- `) C$ t ; I/ Q9 X# }7 F! y+ {- p return TRUE;- h, F x; ?; B } " O" V8 c8 e( g& X* P" V' |" R : `1 }9 B- e; ILRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)$ d) q* `9 B7 j- U7 g& l { ' u* p& v- h1 _% G! ?& o4 w switch(message)1 W O7 w$ y7 l% K: _ { 2 e( ?9 c8 v1 _ case WM_TIMER:) s" g) k9 j+ s ^0 ~ lpDDSPrimary->Flip( NULL, 0 ); . O3 c3 B7 d0 H6 l! E break; N& ?) X8 P/ h6 a7 w. O 3 ]' p3 L' B6 D" K, L case WM_KEYDOWN: // 如果击键; - ~) ?: g! s9 I4 u switch(wParam) / b, A* v" B2 N. { {- c* Q. N* `% S- i case VK_UP: - E( V* p+ y# ]7 U( w Hero.Way=3;; }( X1 M0 }6 h% t; ^; @: N if (SY<=0 && Hero.y<=240) //往上走 ) w* B5 ]. ~; D* e7 }; k8 a {3 g* o* \3 n7 D5 g# j" v+ Z% p SY=old_SY;1 ?" Y# | X/ l Hero.y-=speed;+ n; V Z( w# ~5 V | } $ }% f! D% `0 l9 J* d else if(SY>=MAP_Y-48 && Hero.y>=240) / x5 ^. d. w8 i, y+ D {+ _5 @( D7 N' M% b SY=old_SY;- z$ K/ F" J) g# [1 M+ W Hero.y-=speed;% ^9 w; b( p2 U# i( l( I5 h } 9 J* M7 g5 y! l. D4 T$ x0 f1 x9 ~ else SY--; ' S0 f2 i) s2 a3 z 5 F: D& O* s1 K5 Z break; . @4 Y h7 {' L, I1 e- Z' ?& X& W N1 [- H; X: l2 k# K case VK_DOWN: 4 F( W. V/ p4 ~- T: }& i Hero.Way=0; " C: w: r3 k2 ?! Y if (SY>MAP_Y-48 && Hero.y>=240) //往下走 $ K; B! v. } {6 _) x* y4 S { & c$ x: \; U! a5 l# A SY=old_SY; $ w6 k. _4 k- ^4 l/ p4 X+ j8 x Hero.y+=speed; * F# j1 R9 {6 u* |2 B: M* k; F } - J7 S$ L& W7 r% d) ^! a$ g else if (SY<=0 && Hero.y<=240)! j6 ]! [. [2 N; ` { ) H6 q5 j7 t5 U" s- o" y# D& b SY=old_SY; . `, L$ q* {* k Z) ~# D7 z8 t Hero.y+=speed;* p" W; Z% b9 a. C# V% G }/ p ?& y* k2 U* V, s else SY++; q' l% Q7 d! `" w: x a ; e& Z4 D8 y- h3 ]! a" y$ M break; : M+ Q( W3 {5 b 3 x& _) z! t% Y; V/ d* f8 ^$ D case VK_LEFT:3 z' i; Z$ e, p. Y Hero.Way=1; - r; I5 x* U: }# m if (SX<=0 && Hero.x<=320) //往左边走 0 l2 Q. Y& ]. E0 r1 Q7 L { * T9 f1 S0 s; O: Z- h6 l2 [ SX=old_SX;- B$ W6 D+ n* p Hero.x-=speed; ' p& B1 z) Z. @$ f/ ` }1 P2 f! |% |: a: @ else if (SX>=MAP_X-32 && Hero.x>=320)6 N5 ^2 t% u7 M) N { 9 G' p$ J3 @, { T | SX=old_SX;. }$ O! L2 u/ A2 E( d0 n Hero.x-=speed; % B i' I" ^4 ] } 3 d7 i: t3 y% a/ y: |) s/ O else SX--;! d, d2 {% j& H" s - U& ]6 z0 F8 B$ S break; ( X a' H& h; }9 T " r q2 _- `7 { n# }+ | % }/ o( v+ s- W! w# K% b( o0 D: u: ~ case VK_RIGHT:, \. m% u& ^5 x2 d. O Hero.Way=2;" q( d# C9 ?# }4 d: ^ if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 5 T6 R$ ~; U# e' x5 F: _1 `! l { 9 X# L- F# S5 J" j* U' i0 {9 }: ? SX=old_SX;/ m$ L# E% m- S8 v$ d% j Hero.x+=speed; 0 j) h$ g- f3 ^, [8 \4 I }& C' D# k: n) I8 J+ ~ else if (SX<=0 && Hero.x<=320) / ^2 c: p+ c! ~" ^ { 4 _1 d- e! l- u$ Z SX=old_SX; 6 ^2 `% Z/ h# N Hero.x+=speed; ) C3 R3 Z( G) h+ N }0 y& R' L0 L) ]# M6 n. k. y X1 a, J else SX++;& [, D; ~$ u0 l Q7 |; Y( R * L7 i" h4 D$ W8 D: f/ h break; ; D5 p: e3 f) A8 s/ m( O" o7 H } 4 n* q% A- F9 @/ G/ n$ h) v / g0 [+ O; m% r; _2 U: Q * i' L5 D! Y) n Hero.Stats++;7 {4 d" [- R, {# H' K if( Hero.Stats>=3 ) Hero.Stats=0; ! V5 p$ z; J% w# J & |( j; A% G' C2 ^# P break; " l4 Q7 N& S- m( [: b# q! s : b; F7 J2 S, Z/ D! i# [1 o5 R case WM_DESTROY: // 退出消息循环; # e' N1 r! s& x7 U* V Cleanup(); ! M- w, N; [" P1 l( j PostQuitMessage(0); ; f/ X/ `+ z: y& d; F4 F break; " j6 P* v: v+ B0 D' ` } - [" `7 e: l. k D7 T // 调用缺省消息处理过程;- e4 ]$ b J: X return DefWindowProc(hWnd,message,wParam,lParam); + C8 b1 v& x$ R W9 E! E}) ^) O w# p* g1 Z( w8 q! }" s% i ' j/ h% O; m; x: _; Q% H0 k// 本程序的最核心内容,即DirectDraw的基本功能与用法;3 N* o. F, u* c0 M! G BOOL InitDDraw(void) 0 i: e! w$ J' \4 O5 R% n{ ( Z) O) R2 v6 P+ p4 @ DDSURFACEDESC ddsd; $ V/ ?& X; w+ s: w HDC hdc; ' g; M+ ~- V1 e& `$ y DDSCAPS ddscaps; 4 n; ?2 |0 R+ j/ u! w$ O // 创建DirectDraw对象; 3 q i! Y; p8 S8 E8 H if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE; + D# X* k, V$ n& P r // 设置为全屏模式; / v% I& b# J: V: m; u7 t5 a if (lpDD->SetCooperativeLevel(GetActiveWindow(), ( n; k5 V5 p3 E) I& n- j8 | DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) / D" \5 e# n# q- _% c s$ s X" Q5 i6 n return FALSE; ; n T$ D8 Z. c7 p9 v) V+ A6 q // 设置显示模式; - j* o" `2 Z- p2 w/ h/ p if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;1 _5 i$ W5 n' K0 G( H4 H! a // 设置主页面信息; & x9 o9 }; h$ y4 Q L; Z ddsd.dwSize=sizeof(ddsd);+ y. m- `. T! b" F6 { ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;& C2 T" ~. n" Z- b ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | 8 F9 \5 W0 I# K4 t DDSCAPS_FLIP |4 O" b6 G' O% P5 M& ?% n DDSCAPS_COMPLEX; |+ F; C6 q- W$ p& P ( A! L# d! l( ?4 o5 y3 t- i ddsd.dwBackBufferCount = 1; 5 M% y7 ]0 `+ y# t& s4 J! \0 ~% q% c E* p% i7 x // 创建一个表面,类似开辟一块屏幕大小的显示内存;; w6 d, \% o( ^) [6 ~- q if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) 7 M( C8 P. f; D MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); . y/ i& j" {( M9 ` k! L( L+ Z / R4 ^: [2 b' Y! ?# e# a' l# }8 c ddscaps.dwCaps = DDSCAPS_BACKBUFFER;) u# M% h: x; d" A7 w u if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) # [* r$ @0 U6 l1 C( h- k MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); " ^' q& Q4 i% A 6 l$ ?5 x Q. E; f' y lpBK = bitmap_surface("map1.bmp"); - s4 o! x4 J4 `# E3 l0 r lplogo = bitmap_surface("logo.bmp");+ Y g/ {0 F$ j" } lphays = bitmap_surface("hays.bmp");! a( b* F! Q" q, p) L$ Y7 Z lpPlayer = bitmap_surface("PLAYER.bmp"); 1 J; L/ D. v% O" M; T DDSetColorKey(lpPlayer,RGB(255,238,187));% B9 D4 y. O. U8 M/ s! L + R& W3 _# P1 l3 W, K1 {5 O return TRUE;% g6 V c l U9 T+ s* o } 7 R& E. R% x- m$ J( } o N8 L" s& `# G! F2 |: d Fvoid Cleanup(void) $ H. }' V g8 P# W" y, F) A( m{" R3 R/ E, L! o4 E$ I S4 A" ?5 a4 W0 v/ Y0 M SafeRelease(lpBK); : r$ u, o$ [+ L/ ]5 b* s% J) k SafeRelease(lpPlayer); ) Q4 l9 w; N: k# x SafeRelease(lpPlayer); $ K1 K) y% Z$ E; q5 q' f1 i SafeRelease(lpDDSBack);- J1 W$ j$ a, Q! h' @+ W5 ~: a SafeRelease(lpDD); ( g; v; I+ u! [. r3 F/ Y& f' J SafeRelease(lplogo);9 k& J# Y, [0 \$ J+ C ; E7 u7 A g9 k! i6 k+ f } ! U: X' Y% z" G" ]- h$ H- b8 J! E t( [- P( S I7 W. y // Windows的主工作函数,类似Dos下Turbo C编程的main();3 @7 b2 c' `' [* b4 {" a' R5 ]0 T3 J5 q int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, : @* Y! A$ v2 Y2 {2 E LPSTR lpCmdLine,int nCmdShow) 4 c! [7 N6 p- A1 T- z' c{ 3 S8 }' Y. w1 ?2 e, D MSG msg;& `5 Y: t. p. h. a 7 y& ~) y8 r; @- B0 Q( T' } // 初始化主窗口; * g# u, @4 i9 v% g4 r if (!InitWindow(hInstance,nCmdShow)) return FALSE; ?4 Y5 j' E" I$ p& s4 D% n ; p) |6 Q/ P/ t' c1 \ // 初始化DirectDraw环境,并实现DirectDraw功能; 3 {+ e4 U$ K# G+ Y if (!InitDDraw()); |' X) `% ^6 k% ]6 K { ! w; }: |9 c7 Z4 h [; n MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",; _: [* W9 M( d* B# X2 P" F "Error",MB_OK);- w$ {8 x7 w4 {2 L: { void Cleanup();% u: i3 `8 ?: F4 @, w DestroyWindow(GetActiveWindow());5 I" \. b% j8 m: R: l5 h& z" | return FALSE;7 S: x. ^" Z h! {) Y2 C } # \; z: G" r# C Gamehead(); 2 |& t2 g: c' m0 _5 v) s " h& ~* t! b6 Q, O // 进入消息循环;( { l! \& {5 Z+ v$ k while(1); ?: e" U$ R" L" Z/ q/ W& J {0 k1 A* _ O \8 P0 | if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))- n; Z; o5 G) y; L: M! H7 } { ( E" O2 y/ S N' @6 H if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;8 I( D3 ], D3 [, w TranslateMessage(&msg); 7 l3 e$ Q( I- d0 m8 p& e DispatchMessage(&msg); # t* E0 @( a' K0 A% {5 i0 Y }9 p- h# l1 ?' X) h- ^0 i else. o' a4 p( V$ }4 | MainLoop();* s8 r! s7 c9 N1 J- p } . w$ S8 P9 m7 X. Q! ^, A4 f return msg.wParam; 2 C7 Z* h/ L/ K! {. d}; S3 y% Q4 `2 _& N ! {" C4 u \8 O7 f( a" i) p ( A! r; s# p5 j+ O# \//游戏需要用到的函数 7 |+ i' {* q! _, c% N: ?$ c 2 ?: X& r( b1 U9 p: `! E ; F" R9 U2 W% N9 R' A2 e6 Z# `. Q/ B! c6 ] void Gamehead()% g6 Y) i$ w1 O# C x6 X {8 o' x$ S. |5 h) h1 G8 {# a RECT rect1={0,0,178,145}; 4 q- ~. t2 G; J { S+ H; w int x=80,y=100;) n: O. s$ h7 b8 b/ @ int i; . W0 c% C4 o; t 2 C7 q" a6 {: l+ r, l) ~* i) | lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);. Q- B: K0 T! K7 \5 I) F 1 I" e; X. C2 j: _- q* L for (i=0;i<6;i++)! m9 z! _/ {. r+ z$ `; D/ s6 j { 7 V& U- g/ j( g6 Y rect1=GetRect(i*65,0,i*65+65,202);" Z# O6 z& _/ M4 d9 q! p0 g' k9 e9 t lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY); 8 V( @2 q. p" i' W4 O Delay(500);2 K( V0 Y0 ?8 z } , e0 T" |. _7 a2 b; o% v 7 v# b) O% c6 V Delay(3000); 0 E* `( t& G' c1 _9 g% M! X* b} - p% U4 ]; I5 s, t/ B' D0 P! u/ c- v2 _4 p! c4 c5 Y2 f6 q void BackGround() //画地图 0 M P- C$ X" v2 K { 2 v8 r+ T/ I: P* W/ E# ? int i,j;2 v3 l8 w3 |0 N$ @! l% s5 p' f; s for (i=SY;i$ F" X0 A; g. L2 m& Y) x( p" b for (j=SX;j# t3 O- a, O1 B2 c if (MAP[j]==1)+ C# P$ c* _3 X* d {; H# `/ x+ l9 D, l rect=GetRect(0,0,32,32);& J) j: C7 h) s# E; W2 p) f: i( m lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); 0 |+ _+ I, B% P& T! W } 4 T. Q4 }2 R* K0 w5 \ else * p; K2 W: R! y8 q: p { 4 h7 Y/ u! j* y% | rect=GetRect(0,32,32,64);4 ^0 \( R! E% {9 j lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); " p8 X% z$ q- R' H7 S( ^ } 6 M' y6 I: M( o6 g4 ]" h. W} 6 j4 a: x8 B8 y. @! z* } 8 ~; O5 W5 K3 i" rRECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 # m+ E' }$ F1 `4 _0 ~8 t{ 5 o J: i- [5 K; n! I RECT TempRect={x1,y1,x2,y2}; 3 J7 H H2 l5 g* j+ ~, ?$ u @( t return TempRect;1 _- \& c7 k2 m } . T" B3 x7 b0 \7 b 4 l! T! x$ u2 _4 k- I* nvoid MainLoop() //游戏循环 - T2 m: L: \- l8 h" m |{ 7 y' v& e, `6 x3 o BackGround();" d2 V4 M; ]: I V RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; 0 b4 C7 H% M' @6 k/ x( Z, i& {& b lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); & \8 I; l9 N. k, w5 P, Q * A' s" R, e+ i; D if( Hero.x<0 ) Hero.x=0; # G$ Y# Q9 h( K& O; j1 g5 d) y$ d if( Hero.x>640-32 ) Hero.x=640-32;! d8 t- T) t$ @! L. S- j if( Hero.y<0 ) Hero.y=0; , R/ D, }1 F; A( J6 E if( Hero.y>480-48 ) Hero.y=480-48;2 A& R* E0 Q: {) K! t: ~ 1 C& W$ h+ `* l" M2 E. V Hero.old_x=Hero.x; 0 e7 y0 S C& M& ~! @% J. q Hero.old_y=Hero.y;% T, n! z# |8 y' E9 E. C0 E old_SX = SX; old_SY = SY;9 K/ x3 ~0 f: s( A6 g/ q* _- } } ! `3 \7 Q0 ?2 _- n ) j/ e& N2 W, R9 Z5 o; h, N( R4 Z, A/ Q% z1 h( _ void Delay(long time) //时间函数 / h# i& R2 d& u5 n { 5 d$ Y: r1 }; k) T9 } static long old_clock, new_clock; //延时变量4 y5 x6 M0 v( i; D7 n3 I new_clock=old_clock=GetTickCount();- o6 S6 d: L; \- K2 W9 C while( new_clock < old_clock + time ) 7 S+ C$ m P" s* g {% u) V( ]1 S! f6 Z new_clock=GetTickCount();) _: U5 v9 T9 Y* m" Q } ( O2 \1 _' x. [& d} ( l( E I0 K5 |$ z5 }/ u9 p$ y' @' W- B. y2 f; g ) H7 Y9 W* P# z ^- T$ q% a * Y" ^. g" |' |2 C+ n3 ` 4 J' o' G% D Z7 B' `; v //下面是dx相关的函数1 f3 U$ G8 m! |, ~ LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 / S" s* O n2 m: Y* x( r% Z{ " u: G$ b2 t Z% S* k2 \, a HDC hdc;+ @+ J: ?( n) F; _/ t2 |6 H, H HBITMAP bit; 1 r( J4 U& y: Z7 i LPDIRECTDRAWSURFACE surf;8 q9 z! D1 r! } ) y' r/ Q7 w) F, B& P! A9 K; | 7 x2 l; a9 n& X0 P$ t( w5 [# x bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,/ |: e4 \5 y9 z1 Z& N$ T5 n# I LR_DEFAULTSIZE|LR_LOADFROMFILE); + h$ y% g i/ b% G: E* h3 n if (!bit) 9 s; u' W, ^* e5 A% n8 M' b1 y 3 z2 x- G& f5 S8 ~1 I2 z3 \% o ?( W% P6 S% S( k }) V% V1 h6 R6 K6 S return NULL;% i" h# M0 d9 } n' R ; m8 W2 H& v2 I" Q5 Y+ v* s8 x% f T! t# a' ? 3 I# c# p/ [6 u BITMAP bitmap; A p& E6 K, r! v+ ~ GetObject( bit, sizeof(BITMAP), &bitmap ); 0 t9 y9 [/ E, z, I% u p* x int surf_width=bitmap.bmWidth; " p% ~* q- J6 | int surf_height=bitmap.bmHeight; ( s' c# r* f/ S* ]8 Q: C/ o2 W$ P7 }8 a$ e: e+ C9 d o: y/ S * h% l; D* o2 X5 t0 V- c3 @* y7 f- Z6 t/ \" I# L( K HRESULT ddrval; ) d# m( m" i( o& \/ b" u8 v2 l DDSURFACEDESC ddsd; 5 Z; i+ j- c9 H" [* N( `& C( L: V P ZeroMemory(&ddsd,sizeof(ddsd)); & I( U( s/ ` p6 Q1 F ddsd.dwSize = sizeof(ddsd); * M& c3 f) C9 j: t2 ^ @# u' \ ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; 5 Z8 L! X8 \$ D/ u ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; , z6 c; ^ D: d- K0 h+ i2 [$ n ddsd.dwWidth = surf_width;+ p& z4 A7 \6 a6 Y* g, u0 S; y6 J ddsd.dwHeight = surf_height; * Q( G6 K% r$ t 2 c% N: `! R8 x8 S " {- F5 ]* L; s" j8 c) r1 X ! E. J ?6 ]$ p( d7 m ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);) s- p$ m9 {2 M! R ( m, u! ~1 F) G 6 i p$ f @7 E7 M& [* A! y if (ddrval!=DD_OK) { 0 x& w' L' {# A! o: h8 p; h- X " u" m) P. w" d& h ) W( Z- j+ |2 ^( Y" s' k" I) \+ l DeleteObject(bit);, l2 R P' s) [& Z( D- P6 a return NULL;0 Y2 e- g- ]0 c9 T2 K % u! |8 F9 e3 o P) p/ x } else { $ B+ A3 i* \( A, V v : K# t7 {/ h0 c: N0 p1 H( T& ^) u, z0 A) |' ~. ?4 N) B4 o surf->GetDC(&hdc);1 M5 R) q5 g m) ]4 B0 N/ r 0 u% O( F) G2 P4 S1 [ . w- B3 d4 V4 D0 ?3 i0 T6 w ) H0 I& Q; w$ D HDC bit_dc=CreateCompatibleDC(hdc); + w/ \$ \( y9 E2 `, I9 E ; R$ j) x; j! k b: m % F% X' c) o8 h; v6 |* E SelectObject(bit_dc,bit); u y5 U8 a5 T! L2 P& c$ t BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);7 s* L8 B7 o+ _ 7 e- }* z* N. f2 `* {. x" D( C7 w! R5 B surf->ReleaseDC(hdc);" x" T( n8 T; C4 z6 ] DeleteDC(bit_dc);! }7 }0 ]% ?" z" b* D8 I }8 [- Z4 w) B$ a* w + |: h& z- S0 c% c$ M/ u . l' q; T4 ^7 | . e& @: Z( B# f DeleteObject(bit); " _& b7 h) S& F+ O8 u8 z0 V Y/ t* E) K3 } 9 J: }& z$ M: _ `- f0 S return surf;) l' Y* ^% s, _5 _: B } 1 N+ D) j( T% \ $ E( `1 B* I/ v- b" D* _' z# `; z# G+ Q 0 f; ^ y6 W! G- O DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 / e; e+ f( J& y{ 9 m1 @ q. Z6 m# R# z COLORREF rgbT;6 q- z, K' G3 T: S1 w { HDC hdc;9 h6 U5 Z, a1 |. ]3 p4 X DWORD dw = CLR_INVALID; 0 R8 |& T8 A! Y& D DDSURFACEDESC ddsd;) W8 ~2 i/ u. X j+ G% ~ HRESULT hres; 3 f9 |& R; T% W9 [7 H9 h a6 ~ 2 T% z- K! r: n1 Z3 F9 j //. S( F0 T; D7 [$ ], t% }! Y // use GDI SetPixel to color match for us. W9 H+ @; n4 Z! J. h6 F6 P // 9 j5 E9 W, ~4 l! H9 a2 D& L if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 4 _ h( R& C& ~( b) E {, Z a% {" _; f- @ rgbT = GetPixel(hdc, 0, 0); // save current pixel value. {5 M0 d }7 f" @" v SetPixel(hdc, 0, 0, rgb); // set our value 1 u6 F9 L1 x) a8 t pdds->ReleaseDC(hdc); , r: w. E( M) E8 B* {; n; N9 S/ |; } } o6 V/ x' a8 y( B8 T2 ^: { & N) D) Q5 V; h // 7 r6 e- h1 i) a2 ~7 J' I3 T7 ? // now lock the surface so we can read back the converted color 6 U6 V6 _5 K- e! N. ^2 T: t: v$ ` //. B0 A d# C. d! G8 | ddsd.dwSize = sizeof(ddsd);3 o( E( h/ D# o0 {+ [5 e2 e while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)% w q/ _9 ?. Z ;7 a$ Q% M/ b$ {7 A7 s& \ 2 B+ T9 Z3 ~' J! h6 Z if (hres == DD_OK) " I- M u/ n3 {+ h: d { " y# ~' K' X4 A/ O' F6 M3 a, c6 R dw = *(DWORD *)ddsd.lpSurface; // get DWORD5 K# Q/ G* v1 m+ ? U dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp l- a3 Y6 `/ k. A3 E pdds->Unlock(NULL);" z, l3 O1 }' c" L; u! n" w } ! t1 K2 V: a+ t: h$ u* x% H# [! H, i8 S, ^% v //: q9 o2 _: Y; V% ?: H+ W d" L // now put the color that was there back. ( Z% T5 H0 I0 D; o // ! h* Z1 Q$ \% C' o if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)/ y9 E* s2 m2 ]6 Y; ~* h {" j3 ] y! A+ M0 s2 V, M- \ SetPixel(hdc, 0, 0, rgbT);$ q0 T% K% m2 X pdds->ReleaseDC(hdc);+ c8 s0 O; ?% P- @$ ? }* U5 S5 O q& _ 2 s2 R$ i# W) Y b# `. G$ V! { return dw; & l' L' `" {& U* I0 [( M, u} 1 L2 b0 i* ~+ V* I% B) G 7 y- k2 r, o; o1 H' C* L' ~* L7 y2 b$ {/* 7 j9 B' k' b% P1 |# k& U1 R' B( e * DDSetColorKey7 l7 ~+ l: o$ p5 G * ; q) H3 N1 Q0 g/ Z, i * set a color key for a surface, given a RGB.9 `/ C+ ]6 ?& K1 \) S" M * if you pass CLR_INVALID as the color key, the pixel% `" s/ F8 U6 I7 `5 t2 H2 i; v * in the upper-left corner will be used.. Q( V" K2 b5 v! p, a */ ! b( C- v0 Y3 \5 A9 W% S; DHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 ' ]% P& i# j/ Z7 v8 q/ t6 _ { ) f# X. s: F( T8 @3 L# h: @! W DDCOLORKEY ddck;. v v- X# r9 B* ^ 6 x" N% X F/ Q8 f, m( g ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);( x/ v( r h+ k- o7 L) J ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; 3 T+ l/ y% a( |& p/ \5 J return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); $ X* M2 [/ p6 ]3 m8 M5 w} + @" ?7 S; Q9 J 9 \' h9 J) L, D% l$ T1 Y0 U. M& C7 V 1 O; x2 h+ D% Z" K2 \7 U 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! 7 p G' v0 A- C6 [游戏下载地址 hays2002.51.net/game1.rar8 ]" t7 b# k4 g
    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?+ }& m7 C6 b  G! L  `$ d
    * c( k1 P7 d6 q. t
    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

    该用户从未签到

    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。6 D8 L! v9 d8 \
    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:! M2 j6 D* ?1 }7 F
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    - ?/ G; y& n# b( r5 B
    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
    - m, E' q4 Y0 T% y
    : {( _% c& W+ _2 l% D: o  V# p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

    该用户从未签到

    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:
    " k+ ]6 Q1 t% i: f: Y4 c" Z8 `绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    - M  l! d! P* v* t( J
    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。$ p- t$ X8 F4 i1 u* {
    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。6 a5 }" \8 F: z6 V5 @6 [" 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。4 L7 P  c2 r  a& i4 l/ Z. Z
    , n$ k/ _5 Z, d6 u; Z' X! w, g

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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
    4 q0 M. t1 {# U, p4 f另外好像是用mfc还是什么的,mfc总是把我盟在雇里# `4 A( R1 ]+ Z- o# U" _1 z+ [
    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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