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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 9 p! Z' l! T! j7 Y4 Q" k* l#include // DirectDraw所使用的头文件;8 @" x& _5 Q% G8 f) c6 D #define MAP_X 64 ! r4 [3 }) y* J# i1 Q+ b#define MAP_Y 48# w1 c9 g' \% L2 @ // 变量、声明函数; / {6 d8 J6 n2 \, F' f* LLPDIRECTDRAW lpDD; // DirectDraw对象;7 j* T& `- E2 P5 Z- Y LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 0 _9 m! }& ], a/ c6 L LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 , l$ m' w5 v5 o8 p1 QLPDIRECTDRAWSURFACE lpBK; //地图页面 5 P/ |: G+ ]1 G( T2 c3 ` LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 ' y+ A5 u9 W" j; t LPDIRECTDRAWSURFACE lplogo; //logo页面 " }. L! t5 ~9 u& Y! {7 q6 d! E( R/ ELPDIRECTDRAWSURFACE lphays; //海斯 8 W) i7 u' v* p( _( h8 d ! W$ ]4 T' A" l8 w- Z; Uint MAP[MAP_Y][MAP_X]={1 X7 i0 { F# ^9 e: b" @* b+ I( |: @ {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}, & p+ u7 a" F: d& t0 S" \% 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}, ' O! n( `9 W3 |) Z1 M# 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},% ?' F; \0 D: ^+ 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}, 0 F: ^4 b" p0 g$ w3 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}, , }& ]5 {; v- T7 o# \{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},$ E+ b8 w0 X% h/ p3 j {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},2 h3 h) M2 D/ m* ` {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},( G0 ^! R8 B7 P" x3 l+ q2 @9 l {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+ s+ I4 A/ G{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}, " _7 @! h) F: `9 o0 \7 F, B{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 E: y: f6 ?+ u2 D6 J' 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}, 0 M2 |: {8 X0 F/ X1 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}, 4 r: F7 i" B4 ]8 K1 }{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. L1 Z' Z# E: D1 Q9 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}, $ X$ f# @* n. L& a* c- 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},% N, @& @, F, M1 W3 e, _ {% 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},& B+ _( z B% X+ Z; z: 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},9 C( `8 g7 T% A: S3 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},9 v; e2 r8 [( L" ]5 j- 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},1 T! k& }3 M. y2 o6 w* 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}, ( z- z! L- J" M. k- B+ 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},# ~& M# H) E9 n* [2 M7 e/ c" 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}, 8 R' F. l8 U5 Z; w% G{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}}; ( S. P6 C" l3 w/ z 5 N; D. j' {' O' {! G% Y* U' R8 p' U5 i* u2 f int SX=0,SY=0; //地图坐标 4 R3 U. I- b2 l5 ~* g4 x7 d# D; o; `- o int old_SX=0,old_SY=0; v9 \5 x1 d3 b3 r9 a, C3 D 8 T% i5 g+ E! T% G$ D3 Z+ x( SRECT rect; //blt用的巨型 6 Q0 P2 [5 _# mint speed=10; * K: Z6 |% _( V7 a& P: u# Q, r& S6 f# |* f- W, {3 ] typedef struct{ 0 x4 E% e2 q! Q) R" ~7 p. o/ _int x,y; //当前坐标 9 f+ i E( `' {' G$ k) ?( M: Jint old_x,old_y; //旧的坐标 $ m* B& H& n7 y* `5 _int Way; //方向, I: Z- d: g( J5 f; |( P int Stats; //状态 x8 x+ h7 z6 q. y _ }Role; 8 F9 O, d- z, ^9 V- I 6 Y, }2 H1 ?3 Q& S% HRole Hero={1, 2 |9 U; c/ ^* X$ J/ f 1,6 T6 v5 I% e, Y, D9 x/ @ 0,& c$ g" o9 Q: Y" y* O 0, # G, U) k, q& T! l1 f* o) x 0}; ' m3 i8 y& n* Z" Z6 t) K1 X 7 O- w8 Y% q, b9 h% M' e) M- N ) r2 W9 b! U: S- \/ P5 `! |- {" p( I0 t6 p* h 7 r) ?2 I1 O: F9 s6 w+ f0 n( \3 I% c2 I6 ^9 l# @ //函数声明列表- P/ [# V9 |# ^. F! S: A* r 9 ]3 G0 T+ V) }; A RECT GetRect(int x1,int y1,int x2,int y2);- P7 [+ ^0 [/ `3 E+ @ void MainLoop();4 b* h: y, m! \6 K& k& s# ]! A void Gamehead(); . p4 [+ [4 V3 K$ a n& Q0 Yvoid BackGround(); 9 z/ J& w7 b0 v, e0 j& Z! aLPDIRECTDRAWSURFACE bitmap_surface(char* file_name); " ]3 v: f9 ?( `DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);/ T2 n4 i4 H% K+ @ HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb); 8 [ y# I" r# S. DLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);* q& ]! f7 w4 v. M void Delay(long time); //时间函数 4 N+ n/ ~- `7 g5 rBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; ! d' M- H" P5 k( tBOOL InitDDraw(void); // 初始化DirectDraw并且打印字 2 A0 ^( k% g" Q: s! N P#define SafeRelease(x) if (x) { x->Release(); x=NULL; }0 P% F& j* `0 h P: \1 ` void Cleanup(void); // 卸载DirectDraw函数; ~8 u1 i& I0 U! K2 Y: J- }8 F+ K1 v$ _" X: Y+ [" a; [" S M" q+ O7 J5 H+ `. }9 j. p& d 0 K) z q% a+ R0 _5 N, M7 XBOOL InitWindow(HINSTANCE hInstance, int nCmdShow) 7 d6 X, t9 [7 l8 k( b' f8 [{ , L2 H7 c. i- d3 E2 m& L HWND hwnd; // 窗口句柄; + d( T/ A3 A0 g. t WNDCLASS wcex; // 窗口类结构; b* B; W: h" y4 g6 }$ j! s& @1 H2 A/ f3 R0 E; D0 Y% l' q // 设置窗口类结构;: S& e* r7 |) X7 t7 c( z P wcex.style=0; // 风格;/ l/ r- v0 k* l ?: {7 C, j wcex.lpfnWndProc=WinProc; // 窗口处理程序; # r- Y$ f* g* p! K wcex.cbClsExtra=0; // 扩充风格;0 M: t3 U. r' A wcex.cbWndExtra=0; // 扩充程序; # @0 A1 H, _- Q wcex.hInstance=hInstance; // 应用程序hInstance句柄;8 Z: ?6 ^6 R s0 X wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;* @/ y2 n3 q! C# ]' b/ ~, C wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;- l1 G, f2 z2 t- t4 K% o wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;% e8 B& w: x1 j, b/ V4 S wcex.lpszMenuName=NULL; // 窗口目录;# K; f" x* {) G3 \ wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 4 r- n `4 T# E, d6 P( q // 注册窗口类;9 ?5 W$ X; o7 \* w2 o! J RegisterClass(&wcex); 3 Y8 A- S& A! t: E8 n m7 O // 创建主窗口; + C- I" J+ c- |% H5 L: t5 Q1 ~+ ] hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,/ p( P3 g6 Y. n$ l 0,0,GetSystemMetrics(SM_CXSCREEN), ) F" G0 y r. i% e GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);. L6 e# R) I& o8 L2 l: i" a if(!hwnd) return FALSE;6 w1 E, I* g6 R ShowWindow(hwnd,nCmdShow); // 显示窗口;/ t/ d4 O+ E3 n8 h6 G UpdateWindow(hwnd); // 更新窗口;2 R+ q* X! H8 L" m; ` / j5 B. U( L0 ~5 s1 J8 O3 c7 H6 F SetTimer(hwnd,1,30,NULL); 8 K8 D. s8 e5 p7 S3 n: r5 U. p 0 \! n! o! l1 m/ L2 |% D return TRUE; % N3 q3 M; n. h7 D% h1 Q! d} 0 o4 T( e2 X1 A! W* D' g) {, i8 M' o& p: V/ J LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam): R/ J6 e1 a* w3 c. Q! P { + s+ |2 ~9 n+ f switch(message); Y; {; `8 C9 I R W& @1 B, ]2 j { 6 U9 j( ~ U3 P4 u3 ^3 F' y* { case WM_TIMER: 6 a9 ~1 G# C1 N( W9 n) a% d lpDDSPrimary->Flip( NULL, 0 ); s0 g" F- W3 F" |$ Z7 |+ a break;$ f" b8 j9 R% t2 u6 `2 L1 n . {- u3 P7 e: V$ t# f! v case WM_KEYDOWN: // 如果击键;8 n Y. q% P! y9 l( I- g ~ switch(wParam) & a* c5 ?! l4 h5 `( a( \ { 3 K R: @% ]9 o C8 O r case VK_UP:( T0 o% l* L% Z9 v Hero.Way=3; ! F, _. F: p. U8 f$ M if (SY<=0 && Hero.y<=240) //往上走 1 j# _& D: S( q$ x { 0 m" r3 S0 J; G9 P- Q$ V SY=old_SY;: l/ I5 N' [0 J t% W8 {! Q* ? Hero.y-=speed;9 F: A2 h% V: F( g) l }7 I( G- o s* z else if(SY>=MAP_Y-48 && Hero.y>=240) " {) r) [# D& n: D( {- y {0 |4 R1 A: [: J$ ] u- S$ a1 @ SY=old_SY; ! ^: s* L2 S. `9 f3 U/ I0 v. k" u/ `3 V Hero.y-=speed;" j' L" D" y I) t s! X }: D3 y o, w; a! X$ ~ else SY--; 5 `' u5 T" J2 o9 y , o& t# S# k; E: v/ { break; 9 y7 b- i) e6 r; H6 Y ; g" F9 S. B( U4 A" i case VK_DOWN:2 n' i0 J7 O7 H9 [$ O4 l3 U$ D" [ Hero.Way=0;/ k4 l! s d+ e" k7 v# N if (SY>MAP_Y-48 && Hero.y>=240) //往下走 " J5 i+ Z/ l3 ~3 E0 K {2 P& ?- f7 i3 `2 o6 u SY=old_SY;, j; g" q0 B+ N3 s9 Y! Y1 W: e$ X2 m Hero.y+=speed;1 R/ v- X v0 l D% W4 z }' [( |* G; Q, f1 g else if (SY<=0 && Hero.y<=240)0 \. N) t' Y/ z+ s5 n {2 [# S" ?6 G& L SY=old_SY;+ p! m% ]" `! x Hero.y+=speed; ; c! V' }+ c6 U5 P4 H }2 K* U5 |/ `- G; ]+ |( J else SY++;; I+ v; F, w v2 h9 J; R ' Y6 G( p. a2 k6 q5 J break; / |) j% M* x8 ? / z8 d1 O5 V% E3 [! {! j case VK_LEFT:" M. x2 R6 R& q: h4 e' n7 \ Hero.Way=1;5 @- }+ ? _9 Q if (SX<=0 && Hero.x<=320) //往左边走1 N; r) D: F5 d& x; X: B: v0 \ { ( r4 M2 v+ l5 }6 B SX=old_SX;9 _2 K7 c! o2 N% h( [% h Hero.x-=speed; " U1 g( w2 c' o } f/ {, C8 h9 M% |" n% u" t( w else if (SX>=MAP_X-32 && Hero.x>=320)5 U5 Y$ a1 P+ T) f {, [, W' h8 }( F4 T SX=old_SX;5 b" e4 ]' o" {9 y1 w" {" v Hero.x-=speed; ' f, H& M5 K. G" U9 S$ ?) } }" i$ ?1 l1 d" w1 w) c/ |& ~ else SX--;& q7 L: u8 j+ J 1 |+ d2 ]% T$ f2 ~& p break; ( N% i& k& R( u1 i % P$ M4 `! u j3 z9 I# t & B1 }! \$ ]$ F case VK_RIGHT:; u* J$ @3 C3 c4 I Hero.Way=2;3 s5 ^+ e% E! ~( r: I if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 . |, q! U. w9 E% ` { " J- K7 M* [4 C# u( ^9 a6 J y: R8 H4 M SX=old_SX; & ^# j" \- z5 g2 w8 S! ]0 }$ n" L Hero.x+=speed;$ o3 {# d @& K( X: S& E }% T" v. F4 |9 \ L else if (SX<=0 && Hero.x<=320) ) Z) X: m8 U7 P' ` {; A# h! R: g5 L# x2 S" G4 u SX=old_SX; # b5 ]8 ^( u2 o1 }" d( x8 G- x Hero.x+=speed; 4 v1 i1 [1 ~2 Z# t } + @# e5 M& F6 o$ N6 g8 b2 ?4 ] else SX++; * `0 e8 ~5 D2 z1 ] 5 v' K9 s/ u! A7 X: W5 K0 M: e1 B break; 5 J" n$ j* A6 _+ e8 i7 P } ) h+ X, ?" `1 H4 ] 9 y! v+ L" d( p$ I/ @! X ! W7 G3 S3 ?* h6 p& w. K! H | Hero.Stats++; 6 c3 ~% |7 A* k+ E if( Hero.Stats>=3 ) Hero.Stats=0;- ?, [2 n" A2 ?! V& q' v, S - W- o- e j' L( g& q break; - T* a! c4 B& O5 d p" z; T 0 j9 @# M0 ?% l4 i" V3 Z case WM_DESTROY: // 退出消息循环;. |0 J# ?: [+ t, a Cleanup();2 N; P3 c0 N4 p PostQuitMessage(0);1 u3 }& D7 `7 m- f9 {1 z break;5 ^" y( ?3 X9 D. \. | }- y3 K$ N& g# A! O! W5 Z // 调用缺省消息处理过程; 3 P2 F% S0 A3 ~- @7 n$ A return DefWindowProc(hWnd,message,wParam,lParam); $ b1 b7 n( G' y8 w} 3 P5 K1 m. E9 J1 ]$ y& h: J- w& O! ]9 M( U; E3 e, `. k // 本程序的最核心内容,即DirectDraw的基本功能与用法; " i# F7 P5 g* ~" a9 N4 @8 i% zBOOL InitDDraw(void) 4 H8 n; P- ?+ Y* j+ g' t- l" y { h* Y" O4 O$ T- r5 ?% Y DDSURFACEDESC ddsd; / P3 [& a+ y& j6 _% p HDC hdc; , a, A# r; Q6 K2 Y# e DDSCAPS ddscaps; ( e6 R C# ^) K // 创建DirectDraw对象;$ i- i& S5 D) z* h9 E if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;7 E# p9 k6 N7 b; H6 w/ y& } | // 设置为全屏模式; ! q" [1 L9 \2 [4 p if (lpDD->SetCooperativeLevel(GetActiveWindow(),9 n1 r) u" Q+ S9 o* U$ x4 [ DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)# U N1 @5 a, P- t* U: ^5 A) o return FALSE; ; f" l2 ^- h( b2 o- l* v- D // 设置显示模式; ; Q b! \$ O( ?9 `% x if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; $ |+ A% J! _* g. o( R1 [ // 设置主页面信息;+ D" S- G( l, J- \ ddsd.dwSize=sizeof(ddsd); ' J2 J7 _4 t4 G* H2 W ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;' ?( z) m4 t& |& o7 ^ ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | + A- j8 E o8 X# ]0 k DDSCAPS_FLIP | - x4 u; [8 K9 A/ E4 N4 q2 g7 R DDSCAPS_COMPLEX; / C; r# P( g6 ]9 n- J! F E) A! O# v. ^& F ddsd.dwBackBufferCount = 1; 5 M2 _5 ~2 N: D6 y z# y/ S/ H8 j0 g* I+ C+ c n z // 创建一个表面,类似开辟一块屏幕大小的显示内存; / {" B6 d4 l: G( L/ W4 u Q0 i/ b, k if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) : A8 u" R @# D* B MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);& }* T1 t+ @" h- J * e7 _4 a) W% x ddscaps.dwCaps = DDSCAPS_BACKBUFFER; % J# e+ J) L8 A& g. f3 w+ L if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)$ B* i0 X, |& r+ ~# V1 J' G MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 4 [2 X. |" k- B ' I7 x$ X9 ? {) t5 n3 g" e lpBK = bitmap_surface("map1.bmp");# X4 R! l3 S! k2 h: o: W$ y lplogo = bitmap_surface("logo.bmp");( r) `% A9 w( f7 t4 ` lphays = bitmap_surface("hays.bmp");. M% y1 [$ r' D% X9 J! j lpPlayer = bitmap_surface("PLAYER.bmp");5 c$ p' I# \4 v t$ k6 Y0 a DDSetColorKey(lpPlayer,RGB(255,238,187)); # F3 }6 ~. `1 b2 Z6 t# T - t# k! B) Q `9 B3 o return TRUE;9 M; L" Z: r3 N( I1 J+ S+ M. d# } } # }; [" u' ^) V+ ~" i & a6 J9 q% c3 y9 M8 Ivoid Cleanup(void) 1 a( n" d" [3 t3 C" L3 V6 O{ ( s- @- t: R- g: U3 a6 Q 7 I+ X2 F! t3 {. }% t SafeRelease(lpBK); ; i, b. a6 W ?+ _0 H7 k- T6 b# x SafeRelease(lpPlayer); x, @$ Z# T y: k SafeRelease(lpPlayer); $ @. C7 e$ n6 m3 X9 O SafeRelease(lpDDSBack); 4 R/ w( z- p& @' D$ C- ~, [( m SafeRelease(lpDD); 6 u# o+ e" _2 |. a- ]3 ?' h SafeRelease(lplogo); # v+ ]3 `8 W4 b 4 _* ^5 [6 X" ]- d3 d}# [; c3 Q9 g6 ]' p w. g% U4 v1 J% c// Windows的主工作函数,类似Dos下Turbo C编程的main();* h q) V, n# f& h5 X int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, " b4 `0 g5 U! V4 S5 q, @& t4 c LPSTR lpCmdLine,int nCmdShow)$ @* K4 |. @, X+ A% ~5 j5 Q2 D: \, ~ { ; }$ H$ a- {2 q7 t- ~5 y' G MSG msg;$ S% _4 o7 o( _7 J " g$ q2 o p- o" o% _' E // 初始化主窗口;: e% T. f9 V8 H if (!InitWindow(hInstance,nCmdShow)) return FALSE; - W3 n b/ H8 U , q+ G1 \5 f2 Y% f // 初始化DirectDraw环境,并实现DirectDraw功能; # a% N# y/ r3 ~% K if (!InitDDraw()) 7 L, C9 p6 ]4 Z9 g { % G, [. [: g- W: X MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",. x5 r1 H: J8 h2 ] "Error",MB_OK);/ f- D, ] `4 W$ C' c @6 k1 F void Cleanup();1 k" j* r8 \9 Z3 j5 \$ l! W DestroyWindow(GetActiveWindow()); 4 I0 C4 @) l; s5 |; e6 H return FALSE; 8 w. w- j1 Y/ L6 s$ n! Z }/ ~0 x( e0 D) o0 L. x8 j @2 [ Gamehead(); r( p# r/ x/ t2 R 1 p9 h1 _6 r* u$ e+ D3 y) _& l // 进入消息循环; ' Z4 {; [. y' y9 I0 H& U while(1) . v. S+ s! c, y9 l* b {& ~2 Z! m6 d# s: |" [/ ?) D6 h if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) # H) X9 _# u5 M/ Z6 P q { 3 h, d, Y& M5 Q. q" D& ?+ R if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; 0 w! r( O5 _, y- P! x( m TranslateMessage(&msg); $ T# V4 Y8 @5 ]3 W$ ~ DispatchMessage(&msg); # E* h! h% ^# I$ _ }( `7 h* ]! p, ]. m else3 s# M+ \+ M7 d# Y3 ^1 K MainLoop(); * S$ Q- {3 A; V( I } # S, |; @# ]3 V1 Y return msg.wParam; 9 h$ W7 s; @4 l9 h( d}5 f9 n- X2 T% A! R 1 g+ m4 A% Q6 {8 O$ s, k! B 5 o: Z) m+ P5 U X( P2 J( p' M //游戏需要用到的函数 " R: ?! U- Y M 2 [7 P# n6 ^0 h: v- n 6 z* h2 [) X, m4 y1 Z7 |* M P) @% i7 N) F, {) O void Gamehead() $ u- D5 P1 P) f- l7 y{ 7 G2 N3 _/ U8 F- {( B9 e8 }9 p- i" V- Z RECT rect1={0,0,178,145};6 A5 V" w: O9 o6 Z: B; h+ W int x=80,y=100; - ^7 A) O! w9 D7 \$ z int i; % m6 R. q+ E8 K, u3 _- d 9 o5 ~2 ]3 H+ v7 n( j lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); : L4 g) n I3 a! R$ S6 c - U4 a+ F# q' z! x; C for (i=0;i<6;i++)) K, @6 C$ q4 A' M1 S {" j, ?4 ~5 m& j9 e/ F rect1=GetRect(i*65,0,i*65+65,202);1 K N ^- c- g3 G lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);' {1 p, B% D8 C3 Y3 I$ f Delay(500);3 n9 u( _: i: e0 A" J }1 ~2 r3 k2 P9 d( h6 ^" V " _2 L) k, Q% ^ Delay(3000);/ B U1 d5 s* R5 z0 q, A) A4 S } - o1 D+ I. f2 g: Y6 I3 q" @4 v+ x/ `0 W. O0 T void BackGround() //画地图 # E- M7 l# K D" c$ E# q {4 ^: o/ m* J- T* ]8 f. S int i,j;/ J8 D+ z3 V$ U3 F; Z2 S g for (i=SY;i/ [* r6 m& F1 L- m6 x for (j=SX;j, E7 L" |! \/ Y/ X( N$ _ if (MAP[j]==1)" W! q' d' l4 H8 r2 u4 o; E1 X+ J$ `" e" f {; b# i [0 _9 c* C9 B rect=GetRect(0,0,32,32);& b5 y, l9 F/ Q" R0 E' N lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); % O" E; H9 T( e, ]+ u- r } ( ~7 k& f0 b! Y2 Q3 y2 r else2 m3 p6 r8 S# V7 m* B6 r+ q' Q5 L! e {( N7 }$ U, h& T9 Q rect=GetRect(0,32,32,64);5 \' B6 X; C4 k0 ]" g lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);- y- ^/ k" |1 D& K$ A! A }! D7 w. m: d& J3 d& x' k% R- u4 z } , J' D, w0 i3 z/ U# \8 d" N) \5 O1 ~1 O& F RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 5 c; G4 R' B4 h2 L, n { * a6 K: ?4 h4 } RECT TempRect={x1,y1,x2,y2}; + }0 g/ N7 Q) W6 u3 f0 t return TempRect;, U( F3 [3 R7 X2 h8 U/ _ }/ k, ?& p4 \1 U3 D8 \- K) X 8 K. F$ Y2 W' v) c* ~. F void MainLoop() //游戏循环 , l3 {/ {8 U& S) s {" h4 P) W3 ~# {& X BackGround(); ' d8 e2 c7 x% E: s+ X7 S/ R$ L7 O RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; ! A2 F$ \) q5 l7 T. [& A lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); , D# |# D; k+ k) F8 E6 ?; Y& S ( Y. `: \+ M% f# A if( Hero.x<0 ) Hero.x=0; ' B5 @5 K7 k: }8 g, ] if( Hero.x>640-32 ) Hero.x=640-32; * o' h4 c7 t8 c: J% M if( Hero.y<0 ) Hero.y=0; + y. u* H: ^. u1 h4 S: c if( Hero.y>480-48 ) Hero.y=480-48; 9 V: _ p# }; @3 l; K- m4 n 2 p! S; w# e( Q9 C7 @* O8 C Hero.old_x=Hero.x;" k Y8 N8 B7 d" c Hero.old_y=Hero.y; ! N4 i/ U0 i$ l! G( S: q old_SX = SX; old_SY = SY;; G, \5 {' H4 G3 b9 G5 l" m& j } 2 ]4 o3 n' Y; G2 B2 Q% h + W2 e" q( Z& u( o& s% s' q5 \ % u% p- I) [! n( ~- a% Dvoid Delay(long time) //时间函数 % [) E! i& x: { E{ . I/ t( }5 c$ k6 _5 s' c static long old_clock, new_clock; //延时变量8 b0 d$ N1 T6 i5 H) q new_clock=old_clock=GetTickCount(); " _" b* c; s& J, _/ n- f- R1 S" h while( new_clock < old_clock + time ) * C8 Z6 S) B% s2 o/ f" t {+ _* s* Y/ ?- Y' P# J& ] new_clock=GetTickCount(); ( g- w4 ^) g2 m0 B9 d }0 O8 f$ ?# Q5 I } 3 r9 Z% p5 p/ r% y( r* w4 s( X! O* W# v( l$ b' h # }( U/ w! H4 O9 Y5 V+ J! v+ ]# ~8 i( c ) `$ W c4 S- c, l* M7 ] //下面是dx相关的函数 6 q! b6 n% M/ ^LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 # h7 n- p7 J* o { : p5 g3 S, R0 S; d. M: S6 V HDC hdc;7 B, D6 h$ o1 @2 B! n* p$ q HBITMAP bit; 4 K1 ]$ y0 \& p( Q. q4 ^ LPDIRECTDRAWSURFACE surf; 6 X G* ~2 P( b1 E2 J) _" G$ X i) W, H/ f# J0 s K8 W0 R4 } + m. ` E7 l$ h; }; n; P! ^( X5 Y # k1 ~2 f% V7 A" E% S bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, Z2 S( h3 V7 p* G1 [ LR_DEFAULTSIZE|LR_LOADFROMFILE);5 ] ^2 N0 l7 }4 v+ E* s7 ` if (!bit) 2 x, A) ^" B3 u' D 3 m4 ~/ u+ o: K, j" c: _5 n' u. \* I l- q5 J % H" p9 F: e _8 M return NULL;' c( h: y$ ^, G# z6 } 2 E. V6 t! R4 n6 N/ q , K" a- v! ]6 r2 ` % |# i9 X2 y3 \( L/ S& Z BITMAP bitmap; 5 w7 ]; U- ? V; L& L GetObject( bit, sizeof(BITMAP), &bitmap ); . A* `$ E1 |+ x9 A; x int surf_width=bitmap.bmWidth; - C# y2 J& _0 V8 P int surf_height=bitmap.bmHeight; / }+ g3 {/ k8 _0 }* V ?/ V6 a1 a8 W- H ) @; B/ w& C* N5 \$ E3 q0 E4 y1 ?- n# r7 a, ?) N HRESULT ddrval; 4 i4 k' i! f# P7 B& l DDSURFACEDESC ddsd; ( u% o' {' m8 h7 J5 _9 Q1 }: C ZeroMemory(&ddsd,sizeof(ddsd)); * b m L1 b$ Z- l7 J0 g, F/ T ddsd.dwSize = sizeof(ddsd); + O. T6 Y- C ~/ J! C0 p ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;* c7 p5 N' |# f) w ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; ( Q8 I9 t1 _" y3 S( r ddsd.dwWidth = surf_width;. S3 x |9 t' W6 _ ddsd.dwHeight = surf_height; 7 {7 G7 g4 m3 u! U8 I6 q1 `+ ^" c) d. M& h, m! W9 C( N( D! x O# Z ) y M) H0 Q5 s7 k4 t/ L$ x( J( L1 ~8 Q ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); r- e1 i4 g3 t: C) e 1 q# L% B/ F4 x% v5 V * Y! M- M( G& G: n- ~# L if (ddrval!=DD_OK) { 7 B. r1 l( c3 `! _8 U; p , M9 K4 g! ?0 Y4 W n' Y7 Z' M% {9 s: p% j4 l+ Q0 m9 ~ DeleteObject(bit);! a9 L( }, M: C return NULL; " w0 d) n* s) X7 D" J - R9 [2 J' R1 ?! w } else { 5 z' s) N- K/ Y% w n2 Z* K* L. [. z) V" r6 } % K. i( y; T3 Z. a: M5 Q surf->GetDC(&hdc);9 l. A! X4 I" u3 A% U & W( m# a- q w; p/ l: m1 { 5 F' N8 p9 M( e6 W3 U1 A ]8 ~- e+ X( _4 i HDC bit_dc=CreateCompatibleDC(hdc); - }4 G8 o, H W$ ? $ h4 P( V+ e8 P4 f * \/ }7 h8 X, q3 Q6 p! J- ?' R SelectObject(bit_dc,bit);5 _6 E4 b. s: w& o8 V5 P BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); 5 ?0 u5 {* u7 I; l& K% t5 q; u' x. H2 |& U) `/ @$ p " z. k) W2 x; p; D. m9 L surf->ReleaseDC(hdc);( F- s6 o/ v7 b' f8 r# C/ { DeleteDC(bit_dc); * b0 p5 A9 k- n* I5 F } 9 x! v4 n }3 e% a' m0 G9 X- T * V& I! A* m* Q3 k9 `& o( r" I/ U" }8 h+ G `* y6 o8 h 5 P( v% \9 p9 ?' g( { DeleteObject(bit); s. w' G9 h3 E9 m- Z @" R : C0 J) ]2 o* h/ v* Q # s5 |' g- B# X g! V$ g$ K return surf; ) X! P6 S! J1 m: K }$ P" b g" ^} 7 {9 @: b7 z: o4 j: u0 u) D " c0 Q- y7 W$ a8 i/ k' | 7 Z; m* p% ]/ d$ g2 Y% B0 _ & z& w+ z7 N- ^: @8 LDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 $ E" ~; u& |$ Z3 J{ * x" Y; L3 L5 W COLORREF rgbT;/ P) l+ ]( k' L! _: p HDC hdc;% @: ` J8 h8 G( m! ~1 \ DWORD dw = CLR_INVALID; - |, ~- Y6 ~) {( J6 V5 _, @: k DDSURFACEDESC ddsd; 4 _) D8 z0 C! X5 P) o$ S3 o HRESULT hres;, o( u S; q3 u; B 9 P' _' Y" |' U, D4 | //7 y' q4 @* ]: E1 T // use GDI SetPixel to color match for us4 {0 n( q; ?4 d6 J: T6 E. [* p // * D9 @5 a8 Q9 a5 p if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 7 ~% W, g) K4 ^ r { ) c6 l& n$ c# B- e+ s3 \ rgbT = GetPixel(hdc, 0, 0); // save current pixel value. p0 v$ c4 Q/ f SetPixel(hdc, 0, 0, rgb); // set our value$ W& n& V& n8 a/ z( [( x pdds->ReleaseDC(hdc);& L" V. k8 C: ]. o' j/ E) w7 s } * v0 o; q% e# P9 @) [ # }( d9 c* E, U* J; b //$ \/ y5 D4 }4 C9 x& c$ w, F# e3 _ // now lock the surface so we can read back the converted color ) O( p3 w- ~/ R3 i: i // 4 c1 z5 L* W6 @: ^! A, O3 |+ m& e ddsd.dwSize = sizeof(ddsd); 2 U, d$ d% T! V; a* D while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) ! H- j D x7 B/ H, R9 X% o+ |5 s ;! e. Y" \' f7 R, z; N 8 i* S* t6 h0 I; _ if (hres == DD_OK) ) R) n! L, U L# g! G: I9 L { 2 ~" X0 _8 g" I3 P0 g dw = *(DWORD *)ddsd.lpSurface; // get DWORD 3 V# ]: b1 d4 G4 B dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp ' s6 n$ y+ x: P4 [# K( k5 G pdds->Unlock(NULL);1 g( V0 e& k1 D% ~# R }) r7 g* T7 u. E$ ] 4 m3 c) a ^) z1 w, Q, z, l // 2 r0 h4 x1 H1 z/ f% E // now put the color that was there back. . r3 m' Y: ^- x4 V. A2 K, l; n // 8 g' l6 Y5 \4 u: V1 [1 i if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) ! |3 ]: J6 ]( I+ V7 ~9 `8 n { ^8 b3 j b- I4 S. b) X SetPixel(hdc, 0, 0, rgbT);' o! t/ f7 y. e* o# U6 c2 ^# b pdds->ReleaseDC(hdc); 3 j- U g/ N9 E) K }& O( H2 m9 B9 _- @3 e, A0 b! c2 ^' y 6 v3 [6 a, D8 m: `, p' x; W return dw; ) n: H. ?& K9 F7 ]0 ^+ C+ s} * l! q$ l' J7 s% H3 ?* B3 A) |2 v ^& Y7 L /* - D0 N# |) p- T2 L( m * DDSetColorKey# @8 i1 ~4 Q: c) Y4 _- a *$ w1 X3 y: o2 d; `7 c; E G * set a color key for a surface, given a RGB.& o; u! N# a! T% v; ? * if you pass CLR_INVALID as the color key, the pixel 0 c6 Z7 Y$ D; b* H8 W- ? * in the upper-left corner will be used. 4 u; b( P) p8 o! \ */% ^1 v( b* \% b5 F- y2 J# O% n, S HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 & ], @& t& Q6 q" u8 w Q4 m* L {; y+ r# a l" I. s X DDCOLORKEY ddck;1 M) V$ V0 A/ h: }. ?) n- i3 a! O 1 \0 G* E8 L. t; I: B ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb); 3 o2 o2 D6 l* R, y* ^ ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;7 u7 ~7 b0 J3 k2 a9 o- q a return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); % G$ l1 e- e2 F* E7 Z} I+ H/ Y5 p( k. ?" O6 k/ V ; [% {3 A6 J3 G- u8 s% C% d9 @. \) h & Z# T# E4 K; z1 \9 L- V3 I / ~7 o# b* p' s) k我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!2 u. e3 t3 b% Y3 T 游戏下载地址 hays2002.51.net/game1.rar% A4 c c/ m+ M7 i1 L6 m6 {3 ?
    分享到:  QQ好友和群QQ好友和群 QQ空间QQ空间 腾讯微博腾讯微博 腾讯朋友腾讯朋友
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    2
    发表于 2004-4-8 20:54:00 | 只看该作者
    干什么的?走迷宫?
    $ m' X; a: Z3 I% u; |% ^" ^# Y0 V  s8 j- ~  z
    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。
    5 C1 H) O' S- `9 P$ _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:
    " P2 ~8 L# P( |: J绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

      R+ @/ z' O& p0 J3 _: T) S, F/ Z" O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
    0 {$ G) J, ?2 q) u7 I7 U- S- }8 g7 g# g9 e4 [+ K; b
    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:* X8 G4 _; O# J5 s  O5 E
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    * u% l; h2 Z& S5 Xvoid 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。6 ~9 F7 g* T2 [9 Q4 X
    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。
    , p! v$ y/ V  u8 A# G, {6 b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。  O" `% v% Y8 l
    ) K- [+ L' I  z. l. T: R

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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 V5 {" m% S8 M! F  w另外好像是用mfc还是什么的,mfc总是把我盟在雇里
    3 C9 ~, _$ h$ m. F. h- N: W: Q) _$ 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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