TA的每日心情 | 开心 2015-9-17 20:42 |
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签到天数: 1 天 [LV.1]初来乍到
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#include 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
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# 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;
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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
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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
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. }; ], ~6 i p8 U0 a( sBOOL InitWindow(HINSTANCE hInstance, int nCmdShow)" {6 \% o- d' [: R
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HWND hwnd; // 窗口句柄;
/ a3 b9 k# f, L WNDCLASS wcex; // 窗口类结构;
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// 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;
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" 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;
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else if (SY<=0 && Hero.y<=240)" M# K o( r* p0 a( |: M
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SY=old_SY;( T/ m2 a7 i u2 s, K h
Hero.y+=speed;
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. d$ p3 R5 ~7 G4 @ else SY++;8 r X& r- ^. F6 O
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break; 2 C- ^5 b. @, j: p: K- C7 j8 G) H: i3 J! J
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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)
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SX=old_SX;) q$ o2 k; d* ]0 X7 @
Hero.x-=speed;
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# D& t, Y9 `1 W) r6 w% @5 z else SX--;
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" X+ C9 k j# o$ Z6 E; P) }5 G1 U break;
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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;
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else if (SX<=0 && Hero.x<=320)
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3 z& Y' z: m1 U( d SX=old_SX;" |2 w7 X( e0 {0 r$ `3 q( X
Hero.x+=speed;
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else SX++;3 h3 E; Y7 ~7 B( n
& E. V" z7 X O; b2 D break;
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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
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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;
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// 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}
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// 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
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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
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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
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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
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; 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
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// 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
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// 进入消息循环;
5 z! n# n* z0 \& ~% P while(1) z2 ~% V5 v' n' M% \
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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+ ^
}
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MainLoop();; }* T, G$ T+ V6 A! F# d
} 5 `9 x* {& e5 n! x! B6 n6 G, v& o
return msg.wParam;
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# 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
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$ ]! 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);
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for (i=0;i<6;i++)
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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, { }
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# {$ n' |% }! z. L
RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型
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RECT TempRect={x1,y1,x2,y2};' X+ J: A, Y" l+ o5 |
return TempRect;
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" 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}
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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();
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}
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$ 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+ _/ [
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HDC hdc;
3 O. Z* L7 i& g5 u HBITMAP bit;$ ]- H {5 n ]6 T u" e
LPDIRECTDRAWSURFACE surf;
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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
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+ h/ U: P4 [8 C1 r return NULL; }7 }! L' r! K3 e. _. U
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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
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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);
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if (ddrval!=DD_OK) {# i, _* ?5 }( W. j5 @) d
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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
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surf->GetDC(&hdc);- w3 }; X# I; }8 n- v% X; N
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+ B5 J8 i& ]* k2 C HDC bit_dc=CreateCompatibleDC(hdc);
2 [6 ]+ N# B$ _
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[& 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;
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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
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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
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