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
! m" ? N( D% v5 ]) r; P* F#include // DirectDraw所使用的头文件;
5 T# Z3 C- y# w( m3 @+ X#define MAP_X 64
* {4 J- k* U# K P# V- M' Q, b X* x#define MAP_Y 482 F& K+ u6 `6 z( ^
// 变量、声明函数;" ~+ J' f( h: h. A( U9 C! L
LPDIRECTDRAW lpDD; // DirectDraw对象;+ g0 x/ o9 j7 J4 i, |+ D
LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕
% ?2 O5 p* w8 |3 ILPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 7 N) L" l* R9 Q* |1 D2 s1 j6 h
LPDIRECTDRAWSURFACE lpBK; //地图页面
) y7 f' g& n' F# {LPDIRECTDRAWSURFACE lpPlayer; //英雄页面
8 g. H* c; |5 a! zLPDIRECTDRAWSURFACE lplogo; //logo页面 2 J) }; A3 i6 |
LPDIRECTDRAWSURFACE lphays; //海斯
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4 B* U! Z/ F- k% r( b& uint MAP[MAP_Y][MAP_X]={' u- k& u. J$ l% _5 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}, ' `2 z( {9 n" t+ P
{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},
7 R& f! r7 W6 R/ 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},
0 X$ U1 w' d0 I4 q{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},
, P$ G5 Y& P: [0 {5 d{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},* y3 r0 } u" M# D: G: H+ X
{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},4 H6 ~3 a6 W+ H8 p/ O
{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},
' H# o; ?* M/ \1 B" w4 E{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},
5 w9 h7 A! k5 ?0 [7 v, `{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},$ X! M, b6 R) u/ c; T0 y1 e) _
{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},
* w# N# I- V% d; f{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},8 o1 ^5 ? L; r- N% 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},
# s5 b/ O9 i' P+ h' Q! }/ z: @4 {{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 z" O& `( b3 L3 f. 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},& Y9 R7 _& ?' O4 c$ F
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, ^, r6 F* ^+ z$ 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},
: ]) m9 H0 W# \# c! f) K A! 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},0 z9 X4 T' j( G6 y( B6 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},
% S1 I& N, {! C# q# @ A3 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},
+ X8 h6 _. 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},
& G# v( e) q* {6 }{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; _3 [& D; 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},) r& a& V1 `' ?
{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},3 A; Y4 B& M5 T, 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}};
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int SX=0,SY=0; //地图坐标
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- K0 v% X1 P: ]int old_SX=0,old_SY=0;
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RECT rect; //blt用的巨型 1 d8 t( I$ A( t& c/ H" ], z d1 R8 d; X
int speed=10;3 z7 A4 r* D* ]
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typedef struct{
0 f S+ ~% D% ^int x,y; //当前坐标
. x2 P/ k3 e/ L$ ?) Tint old_x,old_y; //旧的坐标0 Z1 [' c# p. F" G5 \5 A
int Way; //方向7 S+ f* n0 S- }. \
int Stats; //状态
( I+ W& E) h Z$ I* n) e}Role;; z7 i H* {3 D0 t6 \6 Q
# E1 z: ?% L0 T% a
Role Hero={1,
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7 C( {' S6 Q5 P3 L' d 0,
& M6 A, _' |$ j1 ^1 N! c- T) R 0,
3 |% j9 w& S- Y1 [* I, E. k# U 0};8 x! b4 Z: T( {4 N' F7 {# c8 j2 }
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; b1 b |9 n# i' c. I0 f, _6 d. @//函数声明列表
6 I/ q; R# c' K& q 2 S; O% x, n* m/ y7 e! U0 y% I: v3 D) y
RECT GetRect(int x1,int y1,int x2,int y2);* t; O: i( Y7 N) N
void MainLoop();1 h+ z" N/ v6 ?0 f
void Gamehead(); ; z" l/ P$ m- \+ P
void BackGround();
, W& K& [7 {( a B9 OLPDIRECTDRAWSURFACE bitmap_surface(char* file_name);1 C1 S% Z* U& s8 D: g- z% v
DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);
1 i+ B2 R* N1 n% Y! @HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);; [* n& t' _4 Y% Q# ^
LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);! m4 Y; m# U$ W% b7 b& o# F% e0 x8 q
void Delay(long time); //时间函数
$ h* D `) ~7 m: [. \BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;# V+ D# m$ @& \/ j; q, i
BOOL InitDDraw(void); // 初始化DirectDraw并且打印字/ ]% p8 K T8 N4 _/ [
#define SafeRelease(x) if (x) { x->Release(); x=NULL; }
( O" ^- f* G' u- [; M, C3 \" vvoid Cleanup(void); // 卸载DirectDraw函数;# C/ p {9 @5 L n
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+ _+ L1 X! h6 ~, S/ X+ I* @4 O* }
2 b9 t, }3 u; i9 O S! l2 vBOOL InitWindow(HINSTANCE hInstance, int nCmdShow)
3 p" R- J! b7 Q/ F5 |* \{
$ b9 d" H7 C _ HWND hwnd; // 窗口句柄;0 c! h7 M- W& j7 X* u! s! @
WNDCLASS wcex; // 窗口类结构;
4 g; o3 q+ ^$ H: y/ Y0 j- @
0 K& n' O* O/ I3 _: g // 设置窗口类结构;
8 X2 k: o1 A- k- V4 Q wcex.style=0; // 风格; [1 l) H3 R2 Z" H* z
wcex.lpfnWndProc=WinProc; // 窗口处理程序;( K9 e2 B) H2 a2 g
wcex.cbClsExtra=0; // 扩充风格;
4 U% X; B+ H* _& D8 Q' |- ~ wcex.cbWndExtra=0; // 扩充程序;
: P, X4 H* T6 K4 c" L wcex.hInstance=hInstance; // 应用程序hInstance句柄;
3 Y0 P" p; P$ l% o wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;
+ g- [& G8 d( H2 t2 q& q wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;, J3 V+ R+ W3 K, R( k( D% P
wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;7 a9 K+ v( _0 M3 v( a
wcex.lpszMenuName=NULL; // 窗口目录;
) t0 q" W! ~! k+ m+ {/ O. x6 `6 A3 ^3 ` wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名0 \+ ]( `1 z) c5 P* `, y* v
// 注册窗口类;* x7 }% e5 s3 G1 K! [ X! y
RegisterClass(&wcex);7 W! x* Q& m/ A1 S2 T. O/ m/ j, d8 x
// 创建主窗口;% i7 v; U) h S1 s9 g% L& s
hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,
! \( L, q" L% {2 j1 t5 r$ D 0,0,GetSystemMetrics(SM_CXSCREEN),2 ^9 R" [2 Q- I7 [) v# q7 A4 G& H
GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);6 w3 Y# E! D9 T: m
if(!hwnd) return FALSE;
/ A/ @3 B3 {/ M8 y0 n* T ShowWindow(hwnd,nCmdShow); // 显示窗口;
- k0 F# m# z! P7 c2 f2 [; O6 w, a3 o UpdateWindow(hwnd); // 更新窗口;
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SetTimer(hwnd,1,30,NULL);& R% v L7 g! z4 Y% `& b
' a1 _. n7 a1 p) p% Q. N6 [! w return TRUE;
+ b" I( P. n( b% N& L}( `5 Q$ X/ Z3 z& D* ?0 |
: y% d. o, |% cLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)- k9 l2 |$ m0 T; I# f
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switch(message)
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case WM_TIMER:$ E2 c, p% I+ s! x
lpDDSPrimary->Flip( NULL, 0 ); O2 Z; N5 F3 R$ a- a. p) R7 T
break;8 C1 K$ l$ {' n) B0 O. L
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case WM_KEYDOWN: // 如果击键;
6 }) V& i+ c k* r4 x! g switch(wParam)
- E, g, o& L3 w3 L: b' F {
# W2 @1 h$ V9 y! Q. p case VK_UP:
5 w$ B7 L8 ]* P: r! x4 N Hero.Way=3;
$ r6 H6 p/ e1 A2 o x0 i6 x5 A- r+ z if (SY<=0 && Hero.y<=240) //往上走
: {9 z; i# p. U3 b% u P! `: l {
: X3 P) N* s: i" K& ~& Z SY=old_SY;
% {0 e8 W) z2 O2 H# |% B4 `- w Hero.y-=speed;
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else if(SY>=MAP_Y-48 && Hero.y>=240)
8 @0 B9 w, _- w- I. J {
6 `5 U6 ]. n7 A Y+ X SY=old_SY;
! a2 [5 U- T% r) U6 A I9 U Hero.y-=speed;& U* C: n6 c4 W* b& k
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else SY--; , s4 C% [6 h! m* U$ i' X
1 _! [2 \" g! Y break;
0 `/ N0 ?9 ^# Y
2 v _- M8 y7 E. a' E! } case VK_DOWN:5 }% t) m; G% D& w# c G
Hero.Way=0;
5 X" Z9 ^( _ ]4 T0 y if (SY>MAP_Y-48 && Hero.y>=240) //往下走 8 B6 B) k, c" v( v; |7 j0 w
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SY=old_SY;
5 L* O q" [; H Hero.y+=speed;
2 p: w2 ?- {# i# _" V; k" F) K, i% s8 U }
: j6 v i. `1 I- e/ J else if (SY<=0 && Hero.y<=240)
7 b5 w6 C6 o, g- R* |( F) T {
' B! T8 d( g$ ]1 Y SY=old_SY;
$ A% o1 N8 R+ E `. |( T% G Hero.y+=speed;2 T7 e3 a' X6 e4 R: _* |3 Z8 v0 e2 }, [
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else SY++;
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5 M4 B& \. G( E/ s# f/ q break; 4 l9 }9 `- N# \ n$ v/ Z5 L
. ?: r) f. u+ m% a& U: ^& G case VK_LEFT:: p" k, y& s. D5 a+ {9 Q3 A
Hero.Way=1;: Q& w( R0 ^' E* _2 L8 r
if (SX<=0 && Hero.x<=320) //往左边走& m1 c/ g3 i9 i! Y9 w3 s
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SX=old_SX;* w& I V' z+ H* K
Hero.x-=speed;
3 q4 R0 q% |5 h5 S! _- ] }
7 G4 W u( F! e- {; v, k y else if (SX>=MAP_X-32 && Hero.x>=320)
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SX=old_SX;
: ]- Q4 s0 a+ o; C% Y Hero.x-=speed; ) z3 i/ C* w6 `5 n) B/ \& b+ C, m
}
4 Q. }3 H& T5 } else SX--;5 a: U5 v6 c& @
1 k" W3 C8 r6 M: u break;
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$ B9 S1 K% L- i# R) M case VK_RIGHT:
8 K* }) |' [1 j1 S0 y Hero.Way=2;. `: g& Y+ k* I8 A8 \
if (SX>=MAP_X-32 && Hero.x>=320) //往右边走' c$ ~/ f5 U- D; b( o$ S
{
7 Q) R4 C$ B B& C5 ?8 W$ F SX=old_SX;9 y1 P9 V9 ^& W) m& i) f" Y, u
Hero.x+=speed;( l" v7 e( A1 T. i
}
! \; L6 k; V7 J else if (SX<=0 && Hero.x<=320)
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' ]7 J3 S' [' t- A9 r7 `2 ]& J SX=old_SX;, n( U: ^+ k% G: H% Y
Hero.x+=speed;
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else SX++;
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( v& X& b$ C3 Q8 e- S' s/ I break;
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+ {4 Q+ T3 ^6 Y( n. e% r) k8 K
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Hero.Stats++;
+ r% s$ `- {! P# v if( Hero.Stats>=3 ) Hero.Stats=0;$ A* i2 V( M1 J2 W2 v H" [/ \
0 c5 r- o/ t2 l; o break;
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case WM_DESTROY: // 退出消息循环;
) T! z$ G4 ?( W# f7 L3 E) _ Cleanup();
9 l$ P! N$ T. w3 b+ n PostQuitMessage(0);
# Y: b" P" g3 B% n/ Y break;
4 l- I4 X; g3 w. W }
1 I; S& j6 } V& r! P8 u4 G // 调用缺省消息处理过程;3 Q& Q4 y; t+ x# u' C5 ?8 c
return DefWindowProc(hWnd,message,wParam,lParam);
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// 本程序的最核心内容,即DirectDraw的基本功能与用法;
2 s9 q, Q/ Q, ~3 J! B0 xBOOL InitDDraw(void) 7 i# n$ X2 A$ @, @5 e) B5 V8 I
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DDSURFACEDESC ddsd; 8 x9 @ r' G* U: z% j
HDC hdc;
/ z% H _( r; r DDSCAPS ddscaps;% J+ t. }8 `4 u: k
// 创建DirectDraw对象;
6 y4 q5 G8 q% w, {7 `, g if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;
9 M2 [. ?! _+ ^+ |6 a' a // 设置为全屏模式;
/ l5 c' C. [( r+ k# T if (lpDD->SetCooperativeLevel(GetActiveWindow(),
. e/ T: S8 h4 z% t7 G DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK), w/ _8 N5 Z# \- a _$ ^+ r" x
return FALSE;) v6 ^& s& X7 t$ K- Y' s
// 设置显示模式;
" k+ y2 Y# C" H% H! e7 e if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;
) f4 b! |( S0 k. M) n5 K // 设置主页面信息;
8 E- Q, M. \% s$ A ddsd.dwSize=sizeof(ddsd);9 q! }: \( _( N
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;3 g6 m N0 z; f2 S
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
9 Q# K1 J! d, A, L DDSCAPS_FLIP |
8 C2 W+ [9 w4 t! a7 b$ p DDSCAPS_COMPLEX;
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ddsd.dwBackBufferCount = 1; # R3 H! U. N1 _3 q
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// 创建一个表面,类似开辟一块屏幕大小的显示内存;, E" P8 f8 {4 C% `( O
if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) ' f) h# \9 s) u i2 C! s. b
MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);0 I5 [# n+ T0 l" z, F/ o- r
5 U1 n( ?) u% y0 L" r$ R) ?
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;$ k3 V1 D" W9 }3 u
if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)9 @- u& k' e# a2 B- h% @( m5 }
MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);- q) u* E! g' a4 V( @4 ]
$ R+ Q: o" @; `6 W. X lpBK = bitmap_surface("map1.bmp");
, }& R( s4 V- X1 E" x lplogo = bitmap_surface("logo.bmp");
3 y3 b' L; z+ C8 J' s" l lphays = bitmap_surface("hays.bmp");
" H# T& _* J) @- S, r lpPlayer = bitmap_surface("PLAYER.bmp");+ r' k% z5 P1 j' D; G7 C5 B) w
DDSetColorKey(lpPlayer,RGB(255,238,187));0 }# w% N' Y+ E3 q& y
* J3 v3 L' z+ N$ J3 @. ^) O) V return TRUE;
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void Cleanup(void)
, r( S( a, j' t( Z( ?6 u5 ~{
$ c5 Q& L& {: p. w! K. l
, x) }( ~ G7 f! W# p! n% l" | SafeRelease(lpBK);
4 J0 \+ A9 Y" G. B8 Y SafeRelease(lpPlayer); , O6 y9 P7 V* d
SafeRelease(lpPlayer);
; C3 @4 w+ M* H1 j8 [. Y% c SafeRelease(lpDDSBack);8 ]% }) K$ `% N3 r2 j7 d& X
SafeRelease(lpDD);
: S% Y# N5 {8 T; w SafeRelease(lplogo);. ~7 T7 u6 a" m$ K1 G$ V4 p2 T5 Y
* I! t* J: J' }+ ]}
% `. B' l3 T: j, l' l7 _7 W" d3 i- P9 t% v5 E
// Windows的主工作函数,类似Dos下Turbo C编程的main();1 G7 u7 |, P M+ H" ?+ A/ W' u
int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,
: X% b% D. ^& N LPSTR lpCmdLine,int nCmdShow)( o! H' ~4 F' f1 ~9 X! i, j
{
; I4 e, }% E, j7 j MSG msg;$ z& [" P0 r$ e$ o) a2 h& M, r+ N2 B) Z
3 o& y; X6 r( z" o // 初始化主窗口;7 l$ r6 a; _# \
if (!InitWindow(hInstance,nCmdShow)) return FALSE;
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// 初始化DirectDraw环境,并实现DirectDraw功能;( k5 H$ U/ {4 \! |4 G: z
if (!InitDDraw())
$ d8 j" f j5 }* c {
" k, _; Z0 p3 E: ^' z MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",
0 ~ B4 z r: D$ B8 X" c7 H$ [ "Error",MB_OK);
5 }& h( Y2 Z' [5 X8 T void Cleanup();: V$ W* ?% b( r* I2 R
DestroyWindow(GetActiveWindow());
* Z; m/ `9 _4 ^ return FALSE;
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Gamehead();6 k% \6 T9 j4 Y* k( t% j P
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// 进入消息循环;
: g8 j3 c9 _! [4 o/ w while(1)
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if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
( j# Y4 W( N# r$ d {
8 X) ^0 I7 {! B9 h& S E: s if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;
* c8 Q6 j2 A" d TranslateMessage(&msg);
: Z9 v" W- I& z# h" o3 Y DispatchMessage(&msg);3 s' o0 i. h4 r
}. Z1 z, r- h8 k
else
$ ?* h. t) i1 T# u4 F MainLoop();9 d1 g# t' a% J& d1 S7 G/ {
} * B/ ?: _ L$ q7 s) x
return msg.wParam;( h) y4 m& Y6 Q4 W7 I3 L' X- z. W
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e& f4 m, m" ]4 X2 o
3 Y! u0 j9 Y$ N" j; a8 r9 n: @//游戏需要用到的函数
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4 H. G3 j: N4 o1 z: r
. \6 K9 M' F- Evoid Gamehead()
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RECT rect1={0,0,178,145};
+ U+ H3 D9 j9 v: b9 ~) R int x=80,y=100;
. n( e5 c3 M* C) C* D int i;
0 O9 T3 t7 _5 C! S1 h
/ a2 ~7 [% b" q, g0 [- T+ c+ z6 [ ~ 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); \/ }6 v" w, c2 `
lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);
e! I( _& l) v. o9 x7 A7 L7 ] Delay(500);
. Z! s B3 d5 k- n: ~3 X3 @ \ }
% H* h( M* S- T, {6 z+ J4 {$ u
' c8 p8 M8 k) \: Y) O' c; s Delay(3000);
) D3 B, ?/ R) ]7 Q& @5 Q6 n8 q}
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8 {: J6 N+ h5 g% z; S: ^) S3 n7 Kvoid BackGround() //画地图 5 E/ \( [/ M" e3 Z1 s$ G/ w
{- O- E+ M9 S& U( P' \
int i,j;
7 ]; A2 N4 C, \* _# b" D for (i=SY;i# Q( v$ T! q9 O4 j5 V8 c
for (j=SX;j) D% g6 P5 T5 ?+ p) i; f if (MAP[j]==1)
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rect=GetRect(0,0,32,32);
! H& i5 k9 Y1 ]2 F: | lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);1 G) G$ g; \ g# ^, Q0 W% \
}
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{
8 W7 I: H2 \3 H1 x rect=GetRect(0,32,32,64);
( \4 e2 z( I' w' j4 O/ H9 A lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);. [8 ~$ B: `0 E; Y6 q* _: i" o
}% |# |. c# I1 j8 \
}# p. N; w9 Y* A$ i* c
( q s; i7 a2 _: Z* Z @6 rRECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 5 H) K; _8 C( O& x2 V
{
( c8 ]' D/ Q! G/ r/ b0 Z RECT TempRect={x1,y1,x2,y2};
5 A$ Y% ^2 D9 @9 w7 x return TempRect;: E% O3 H9 l+ h' Z' `
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7 ~8 W7 z% v: S' o3 N0 Y
void MainLoop() //游戏循环
- B' A8 i1 V* j{& Q8 g2 q& o, a, _) g" ]
BackGround();
. ^* J( o5 Q. z0 e RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};' p$ P. ^9 k0 R
lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);$ v( l- V- z2 W' L2 c G
6 W% B8 w6 }7 {# Y if( Hero.x<0 ) Hero.x=0;8 ^! |2 K+ X3 z' E
if( Hero.x>640-32 ) Hero.x=640-32;
) A q1 s: Q7 E( D if( Hero.y<0 ) Hero.y=0;; G) C4 Y6 y* L
if( Hero.y>480-48 ) Hero.y=480-48;
$ U7 {# D0 Z+ O+ T7 |) j2 S/ e# Y
# Z, Z2 E. p; [7 @4 B7 t Hero.old_x=Hero.x;
3 u; ]9 G1 A, j9 J0 U0 h Hero.old_y=Hero.y;' \# H& x c; M) n d1 n+ z
old_SX = SX; old_SY = SY;" v/ v4 s+ n8 Z3 W- b
}
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void Delay(long time) //时间函数
% Y' T# `7 L6 _/ y3 z{
' G5 K7 R& ^7 [. R static long old_clock, new_clock; //延时变量2 E3 T( E( b& }# \
new_clock=old_clock=GetTickCount();2 e+ J" @% W! Y( r+ R j! R, ^. f
while( new_clock < old_clock + time )
& ?* Y; h0 A2 i, Q# q5 u {
9 H+ t; ~! p# O) w- k4 U- U new_clock=GetTickCount();9 V# i A% C7 R
}
) p" W' g2 ~" D- l q0 d0 z}
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& `6 o. I4 v$ G( r! L W5 C//下面是dx相关的函数
# A9 i8 c; D, n* X+ x4 C2 n+ tLPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入
, E- f! E" P: a" g- r{
" v* O3 z0 Y f8 G1 | HDC hdc;
c! [% f$ Z' o( g HBITMAP bit;
+ n$ I$ H, A4 n6 G$ M' C# k LPDIRECTDRAWSURFACE surf;
# }/ l& u& o, E1 m# [; i2 ~" ~0 U$ ~2 L
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bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,& T7 D+ i& M, J# {1 w! G
LR_DEFAULTSIZE|LR_LOADFROMFILE);
, I! P2 W3 l0 u; o$ v if (!bit)
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! i- J- m) F+ a# n6 `/ h. z, Z: v5 r) _0 b2 r% U" J: }! Z% ]8 j
# h7 q" T& A% h2 q+ U+ q return NULL;
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% V- D2 G% o' Z3 O0 \5 ~ BITMAP bitmap;* |+ ^% `* R( m# o9 n9 y7 F0 x* r
GetObject( bit, sizeof(BITMAP), &bitmap );+ {8 |! j A% `
int surf_width=bitmap.bmWidth;% Q# t1 A2 P2 @1 k4 I; v. z! U
int surf_height=bitmap.bmHeight;' F) d8 x/ K4 z* o- a
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5 E, w0 N$ @) |5 ^2 X0 \
9 V r0 ^" N. ?4 j7 w: d% O; L HRESULT ddrval;7 o# s+ Z2 K3 `. U) g$ t
DDSURFACEDESC ddsd;* a* ]- Q6 ]. B) m, [
ZeroMemory(&ddsd,sizeof(ddsd));1 q) V2 R% n* w) s2 ^
ddsd.dwSize = sizeof(ddsd);
5 y: q/ X! V8 x/ Z. a# j. j1 u# L ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;# A* ?" c# c, R# R; r; O) L
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 6 H, p/ X; W5 t4 F9 w6 S
ddsd.dwWidth = surf_width;% j2 Q! e2 W6 o1 S
ddsd.dwHeight = surf_height;
) t$ T: g2 ^ W. Y, j
) }; P& V1 n) E1 i8 o5 E) X* W0 p0 h- q
1 z& o% e9 ^% | B% F9 x9 |% { ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);
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" a) H) X# Y; {: v) _/ } if (ddrval!=DD_OK) {+ O; A: ?; F- p! g* q
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DeleteObject(bit);
* p& j% J+ z& R" Y2 W9 D return NULL;
/ H4 A& g* O4 R$ T9 v3 g
3 a. q2 o* ?* J1 X' v d! m! F } else {
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) \# n5 U4 A& s3 C( s' d+ i8 z surf->GetDC(&hdc);
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" m+ U- Y$ A$ r5 D+ E6 { HDC bit_dc=CreateCompatibleDC(hdc);
1 h, \, H a. Y1 X# Z6 v( _4 T; c; D- b# j7 m r, H
K5 t% Q0 O% d q; Z+ _
SelectObject(bit_dc,bit);# Y$ Z9 `1 P3 b) ~0 o
BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);
9 H# {: w! M4 D% X+ G2 v8 b3 C/ _
; d; ?3 I7 t$ n9 f* C/ K surf->ReleaseDC(hdc);8 S0 q% p$ g4 r- z
DeleteDC(bit_dc);4 b6 V- i0 u/ n' K% @
}9 r t0 s" ~ P' p
8 G9 }- W' k) t" j2 B) K2 p
8 Q' j) f' S9 {: G& t; x% b. C. L1 M* r) a6 `0 h6 ]- m0 ]
DeleteObject(bit);
I a+ A, n+ Q5 s& t6 N) g1 n8 k
1 Z4 ^. |0 Q1 \
9 ^# K! I3 j' s3 m return surf;) i5 O# A; N9 ^7 E" ` G( |7 Q
}
* U: {2 _) F* x# p7 _4 m
Q. A/ g1 d' a" M# z* K6 O
# W4 l9 R4 ~" r' W1 Y& O8 s
! i3 g% p6 r( c# {9 t' z7 _- zDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配
9 Q/ K- _# ~) H& f1 P# I{: U9 P2 ~3 r' R& }# G }
COLORREF rgbT;
( j) n* O P+ ^ HDC hdc;
0 {( Z- {3 D8 F2 E9 x- C8 G9 x DWORD dw = CLR_INVALID;
6 X- V. k6 u" N* }, M DDSURFACEDESC ddsd;
- ^. c) J/ y7 s. ^; `! c4 Z HRESULT hres;
2 R; j. V/ b2 o* i R2 B6 D
4 x& h. I' ]) M2 j //6 T6 J" G, Z8 d+ \3 _ w1 \- U
// use GDI SetPixel to color match for us
7 I# h l( H$ w) g% X2 e7 |) U //( j0 Y7 N7 M6 Q* h! T
if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)- {. X: v/ A' V% o5 R
{ E- e- O9 X- ?2 m+ ` @7 b
rgbT = GetPixel(hdc, 0, 0); // save current pixel value0 g8 q+ B3 {8 C: W
SetPixel(hdc, 0, 0, rgb); // set our value. e9 {& v3 ?, U
pdds->ReleaseDC(hdc);
7 M* g3 X& f j G }7 K% `, V( n5 I3 c Q) K+ K
: [6 @& m9 I9 A6 v% R: w# Q
//
7 E2 f4 y5 O7 Y% X5 a! { // now lock the surface so we can read back the converted color
( z2 B+ V% R3 r' E //2 l4 i2 Y4 f0 g7 ]: m f2 g7 e
ddsd.dwSize = sizeof(ddsd);0 v* J! {0 M) u) \9 U% D7 O2 t; \' n
while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)
: v. s& m1 {9 N2 Y ;' A' \2 L3 m$ i( R: D& O3 r! `, Z1 `
: |. b1 `+ N! I# J' F if (hres == DD_OK)1 F- \5 w6 \, M8 C
{
* J a5 r e2 \8 p1 o( O8 ^" Z dw = *(DWORD *)ddsd.lpSurface; // get DWORD
% _7 _4 C: ^( n4 q/ Q- g6 B5 H! Q dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp
0 w1 g7 L& r6 {8 ]) R pdds->Unlock(NULL);
& T9 f* o2 ]) U, h% A& ? }
2 J; d: J& k4 t8 e. G; [+ ^ B$ ]
2 D* ?( y( [! e' T' x //
) g* V* D9 R1 ?* E# s( ^3 k // now put the color that was there back.
& c1 }! Y5 N! x //
; a5 {2 c# }1 y: B( u; y5 @7 q if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)
3 V% g d4 A# Q& A {$ O" u7 A6 g; w; K. ?$ g. C
SetPixel(hdc, 0, 0, rgbT);- V) K; r& K/ P) H
pdds->ReleaseDC(hdc);0 ~& c ^% P* ^/ Z
}6 Y w( F; n# W! C$ R
- O) V. i& @/ U/ a return dw;4 z* g7 N. W6 x3 C1 t
}. v2 j; U) \9 `
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/*, b- q: U$ V8 n1 g6 H) }
* DDSetColorKey; c6 Y+ F% K8 o6 v, p
*' a9 z, d6 L6 F7 G/ o3 O2 ]
* set a color key for a surface, given a RGB.
( h) [+ I2 f3 p, n' x * if you pass CLR_INVALID as the color key, the pixel
y" N4 Y7 Z5 ^ * in the upper-left corner will be used.$ X! G5 d! A! b
*/7 i# V b5 v; Q4 v6 \6 i
HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 7 D* E0 C8 W* `& }0 b# @
{0 O; G! r4 S3 B" D- t a
DDCOLORKEY ddck;
+ j- o- y9 ]3 g$ g- A% o \5 @: I% s4 U8 v0 e7 k1 y, i
ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);
a% e" @# C9 E+ m ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;! l! q9 ]' l$ y; N! F* h9 \3 ]
return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);
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; e/ f, M- G( l# C我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!
* I" M* z/ C, v& l6 Z4 ?% S: ?游戏下载地址 hays2002.51.net/game1.rar
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