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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 }& q# p) g* ^; S9 d7 m: A" [ #include // DirectDraw所使用的头文件; 1 i! d5 K4 C; |0 l. ]% W#define MAP_X 64 5 K$ u! H( X' \#define MAP_Y 48 8 D+ H* M. K5 f& @' a+ K// 变量、声明函数; 3 Z' `5 Q" y$ j7 ?5 HLPDIRECTDRAW lpDD; // DirectDraw对象;0 i1 Y8 G; e! @" g( a LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 " r& i6 @3 t6 D. [% FLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 . w' x, J, s l6 u* g/ s+ kLPDIRECTDRAWSURFACE lpBK; //地图页面 $ T) _2 }! w5 U+ @! a# l/ ~; z: kLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 9 f# ^3 z5 @4 n; Y, ?; [" GLPDIRECTDRAWSURFACE lplogo; //logo页面 - u+ q: M% p, {' }5 `, F& A LPDIRECTDRAWSURFACE lphays; //海斯 3 t/ Q9 H2 x1 P. F {# W / A; C# `% S8 Y* e) g- e$ ?' k) Aint MAP[MAP_Y][MAP_X]={9 B* F9 {% E! {1 d {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 P+ p8 K6 C: b. {( Z {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 P$ p3 s( H' M {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$ z. K- v( `# ~! e; 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}, ) ]/ O7 t; b5 @8 \$ X5 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},% p" s2 ~1 U( H {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}, ( p/ t2 ^. [' s4 e b' h{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}, ( x' P& v ]- w9 \" v{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}, * W; x/ b6 t$ X" \1 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},- t' n0 L7 Y& d {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}, " E. s. r! _( ]! |{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},3 A& w C; \: d9 ] {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 T3 H. M0 [! S% X; 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}, $ `$ S# M: l; S8 y5 t* E1 K# R$ c/ 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}, 7 X# C4 S; M. n/ Z2 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 {9 @6 p9 {3 |" f+ s* x( 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}, 9 j) T6 `3 @' F( e3 P/ 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}, e: r4 Q; y2 u q7 X) m2 Z3 |8 U {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}, . y( n# P& t" b# F" p! U{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},( u# x; ]! O5 ?3 E6 L$ 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}, 0 |" h" ]8 h) j8 T4 @1 T0 ]& [{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/ x% [. H: c) E& I# e8 X- 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}, ) f) `1 h' J# a( P* |( q9 E4 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}, 6 z4 V- R4 r' {& Y{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}}; 0 X- l" y) H t- y- k ' T+ s) F! D5 a3 y. C7 } ; M" e1 `; I+ a$ e: F0 F! o9 D! jint SX=0,SY=0; //地图坐标 ) v) H* \8 {; v3 G( U2 d2 k d! W3 n* u" g' N" ~/ z& S( c- O2 Tint old_SX=0,old_SY=0;9 J: t6 {. O8 _1 b4 k , v( k. {& S* \ u. f; m, ]* m0 hRECT rect; //blt用的巨型 * V8 z3 I+ R0 j% u% f+ f8 j4 c int speed=10;9 k' Q$ q; j: H- d" Q, p$ t % m' r1 J N2 q3 ktypedef struct{ $ x; _3 V! Z% L6 V; `# hint x,y; //当前坐标2 Q& M6 e! ^0 Q7 h2 V/ q% ~ f int old_x,old_y; //旧的坐标 9 z: S0 v; C ?8 s! k" W# cint Way; //方向 6 r/ a* I' X: ~5 B/ A3 H0 Pint Stats; //状态* B1 J: V& x6 i3 c6 @6 H2 A r }Role; & |1 f6 M3 N5 h* V& [ M, ~' y: u0 m4 G { Role Hero={1, 6 I/ r$ d- J r0 C* L 1,, i7 Y( M; @; y9 W( K6 c 0, : D5 Q+ }4 e5 A/ p3 P8 z 0, * g( v0 Z/ m; f 0}; " |0 k. O& v1 Z* Q; @! B9 k' S$ e6 @ 4 {' p4 ~2 D6 c! m! |, ^# \' k' X' K g % F4 F4 W$ B0 y3 B$ s- X ! W$ X. \( Q/ J# K- ^% H8 }. E+ Q ( r. O* L7 Z i, U. ^+ Q//函数声明列表 # C# [. T) h: t7 n: e" C' b4 y' b2 ] 9 i3 G6 N6 j+ q" @8 }1 s0 |/ o$ } RECT GetRect(int x1,int y1,int x2,int y2); ~6 o. l% u* ~" X" \2 u void MainLoop();+ W* i, V& h( u5 |% Y void Gamehead(); 2 n& T6 A- E. u7 avoid BackGround(); ) H3 ?0 P' Q. p9 B, k sLPDIRECTDRAWSURFACE bitmap_surface(char* file_name);1 v1 `( q8 j$ w( u/ I8 o% f DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);; v. m" n0 j5 J HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb); 1 V# i/ A) K ^- C3 _3 T$ z1 j, WLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);3 l N9 x1 a% P void Delay(long time); //时间函数 4 x7 B/ w1 a9 f% F0 D* r BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; # u. a3 x1 g! S3 z! OBOOL InitDDraw(void); // 初始化DirectDraw并且打印字; Y: }- |% R% g/ S0 A$ h3 o# K #define SafeRelease(x) if (x) { x->Release(); x=NULL; } - f& W& h& P0 q2 [2 mvoid Cleanup(void); // 卸载DirectDraw函数;2 ]. J: a% x( p; o; o # e, Y0 _ x6 d4 Y* M1 }6 Z+ \ - T ]0 Y$ p h9 ` 5 H1 O% r5 [' }" d0 ]% PBOOL InitWindow(HINSTANCE hInstance, int nCmdShow)/ X3 E. V* \, {5 R% B# J {8 E; Q- f" C' p) s( ]- o9 F$ M$ H HWND hwnd; // 窗口句柄;. `7 ]2 L8 L5 }5 d1 ]% W' m WNDCLASS wcex; // 窗口类结构; & t" L) ~ F8 @ 9 w8 H4 x* Y% F9 e0 T: y // 设置窗口类结构; 0 g1 k3 J" H" N9 |- [5 H wcex.style=0; // 风格; ' O2 d, E1 P, _3 N wcex.lpfnWndProc=WinProc; // 窗口处理程序;) s0 k1 x: G) e. ~" _8 b wcex.cbClsExtra=0; // 扩充风格;* O8 s9 r: R$ K3 r wcex.cbWndExtra=0; // 扩充程序; , a. |8 M3 g6 f: J0 A2 c* ]: P wcex.hInstance=hInstance; // 应用程序hInstance句柄; # O4 [$ {$ w, s; K wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; ; ?8 ]. I* Q) m$ }9 a wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; ' n' ^; L2 w3 p+ j: {. V) Z wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景; - _; j/ l# [) ~: Z# k& ^0 k# P# U wcex.lpszMenuName=NULL; // 窗口目录;3 S5 _/ R6 m3 Q# l9 N# |2 T wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 / \9 w, i& I0 c // 注册窗口类; O2 u7 _! _; O RegisterClass(&wcex); ! f' g$ M+ B6 p8 Y: ` // 创建主窗口;: a0 W. r0 E; g. V hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,; {4 v; ]1 V% n& ~ 0,0,GetSystemMetrics(SM_CXSCREEN),0 P% X% S- d! R9 b$ v, e' ]9 z E GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);. O4 X4 Q r% q6 \* ? if(!hwnd) return FALSE;( u. v8 c; A' a1 H+ ^ ShowWindow(hwnd,nCmdShow); // 显示窗口; o& F: m9 v C UpdateWindow(hwnd); // 更新窗口; 3 }3 \2 d5 X5 Q$ v ) M5 r; U# w2 H" j- ] SetTimer(hwnd,1,30,NULL); ) Y( F" z: [. R2 b* S6 p ; B" M X5 F1 W0 u; U0 q1 u5 p# m return TRUE; & M2 k9 Q3 @0 ]5 l5 p& M p) V}" N" g- _' Q- t; a4 Q% C S3 [ . k2 g% a6 K' {$ P XLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) # F8 j2 X; e/ ^" Q$ o{. B7 U* r0 A' n switch(message)# L9 N1 r/ P: H$ M) H: a$ P: ^ { " \4 H0 v1 f6 ?/ h& T# y: \ case WM_TIMER:# m& P& z6 E# ? lpDDSPrimary->Flip( NULL, 0 );5 E3 P1 M, ~) B/ K break; / Z3 D/ H* k2 T5 I7 ~1 n3 G! @ + n t1 k) U$ U5 A/ Z) c case WM_KEYDOWN: // 如果击键; 0 X- N5 G% d4 U7 c2 N; r. j6 t switch(wParam) ; q3 {; S" L) ~# `3 A {+ {0 f- x- h. d" ?# p$ A4 X6 i case VK_UP: 1 `' c2 n( \/ V' G0 a& O/ g3 ] Hero.Way=3;! Y4 z$ k0 `; w" T, o if (SY<=0 && Hero.y<=240) //往上走 / ]; K& E; [# L3 L H { " m3 `. W9 d7 M1 W$ n SY=old_SY; - g2 d' D+ ~5 V* g5 ^ Hero.y-=speed;0 E( Q: p. [2 U } 8 X" f# {8 z' G else if(SY>=MAP_Y-48 && Hero.y>=240)! e; E/ ]% [- t7 h { ( C3 J0 G$ L3 F$ W SY=old_SY;% c* |8 D( u: S5 @9 _ Hero.y-=speed; 3 ?% k- t; @- K6 m K: j- X } ' {$ A/ i+ v! o else SY--; $ n/ O8 ]5 Y0 d# ] 1 @4 a0 h. Q1 J break;- r, N: |' l. R% n! z7 t ( t* ]2 J/ I5 ?5 w* p( i$ ^ case VK_DOWN: & F4 w; a, m0 P$ R5 y2 y Hero.Way=0;% b5 j! w. z- \: ~% D, } if (SY>MAP_Y-48 && Hero.y>=240) //往下走 * X$ Y) }+ R5 h9 i2 w8 _; F! d( J {+ i: f6 _* U$ B$ O# s: h2 ?: b4 a SY=old_SY;% t4 e4 j" [7 ]$ } Hero.y+=speed;- i* q: t3 r& k# a1 j } & _& n& r$ B) @) s# L else if (SY<=0 && Hero.y<=240)% {% k" t1 S0 Q/ ]+ p) v2 a6 k8 k {" J! k8 M# c8 h+ k1 c SY=old_SY;9 k( e$ F5 p0 E# v% n1 P Hero.y+=speed;, r" V4 h+ K3 J5 ?9 \: t: @7 V } : [8 G; n8 D" B h else SY++; % F9 f. c; g- j* @ 4 `2 ?% I" F$ r& P' Y' z# R break; & v) O+ K- u A. f4 } " Q- S8 R: `) a case VK_LEFT: 1 h9 ?7 c9 L: S7 R# P% G0 F Hero.Way=1; & i& e6 F2 ~, Q5 p/ ]# P if (SX<=0 && Hero.x<=320) //往左边走 V- Z/ b' M4 i {7 W; B* y5 m8 z" D6 `3 n SX=old_SX; ; x+ E# r* S9 G( y Hero.x-=speed;9 D% q2 M V# s+ z7 F }; L( W% y" U) I else if (SX>=MAP_X-32 && Hero.x>=320) ; `' b( I4 G) _ V- D. b6 d* G1 m3 a: N {0 S* _1 p E" B' V4 u g5 E' R+ K SX=old_SX;6 A4 X4 S ^& `5 W Hero.x-=speed; # ^5 d7 Y; s% r( O } - ?0 T0 y2 T3 O! V else SX--; N1 ~4 x/ ?2 Z/ d, ^5 U6 K , d; f: i! g i9 v2 B: I break; , \/ ?# d7 p9 ?6 r* I 8 q( A: x6 C" p! z' n$ h $ {. L1 C1 V, C2 {4 p3 a3 v case VK_RIGHT:" u& A1 I q0 u9 a- ^, d Hero.Way=2; k$ }2 ^$ \" d/ p if (SX>=MAP_X-32 && Hero.x>=320) //往右边走; ~) S3 F4 q1 a) |+ x { * X$ h5 K2 S5 `9 l3 w8 k0 \1 T SX=old_SX; 1 R% j5 x) s8 J `7 S& ^' ? Hero.x+=speed;+ n, ^) K4 I* p6 ]. c } 7 T) W0 O" g4 b) B- Y else if (SX<=0 && Hero.x<=320)4 J6 r7 d6 Z; A2 O6 d! ^ { 4 y8 ?7 ^- |# Q4 x0 D SX=old_SX; + R; W0 L0 r9 O% M& g( n Hero.x+=speed; 0 d4 |2 e6 H+ t }' f* b6 `1 B- h/ l7 j- C else SX++;3 g" ]7 J; k# {) }% w8 R6 p# x8 Y ' J- C: ]. D8 q8 c* L break; ; ^7 w9 w& O2 E } 0 f* N& L. k: C( X8 m. i " u3 X$ r" L" a" {& n( Q % H; a b/ z( t. o Hero.Stats++;4 y! J9 f: |$ m if( Hero.Stats>=3 ) Hero.Stats=0; 7 J, [% O0 G$ J% ]$ W$ Q3 t 4 k4 o- B5 y) I% K* U* ^" I break;' ~0 {2 o: w7 T # }: p# U7 `- X" b case WM_DESTROY: // 退出消息循环;4 v6 M" y8 O, V+ }/ d Cleanup();* q" A* n& X1 Z: e2 l, m! ^; L* ~ PostQuitMessage(0);' {7 a2 C# Q9 T. A6 T @! W break; % L6 ` d) R1 X7 ?* z1 {8 T( Q }1 _8 G4 O9 n& o& S$ m! A8 j // 调用缺省消息处理过程; ' E# a" U. f8 w3 i5 a. j return DefWindowProc(hWnd,message,wParam,lParam);) _) u6 C! V F# M0 X7 R }$ Q/ A% H. s1 Z* Y2 ] 3 V t1 K) P& {- T// 本程序的最核心内容,即DirectDraw的基本功能与用法;! [' N; I" \, }+ G BOOL InitDDraw(void) 4 `* U+ g3 {. F( m- R. h4 J { * P8 W2 u1 Q7 B. K' c+ N$ @ DDSURFACEDESC ddsd; & |4 V; J1 C# N+ r% ? HDC hdc; , _/ ^0 f7 m: s; A* ^ DDSCAPS ddscaps; 4 x' m$ d$ u% K' G: Y8 C, c$ B2 W ~ // 创建DirectDraw对象; / G* A9 h# n* {) Y* k. ~) ] if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;% V6 a: h0 }. \* b: _ // 设置为全屏模式; . w% ~! ~" n9 J if (lpDD->SetCooperativeLevel(GetActiveWindow(),2 L( G9 _0 ~+ g9 _; c V- \8 U DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) 7 ~6 D4 \) @4 g& H( N' w return FALSE; 9 |* [: W8 [% t7 j& s1 S. r# \ // 设置显示模式; 9 @8 O( y8 A; e8 e if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;5 \* {, J8 R" k/ s$ I$ s9 W // 设置主页面信息;8 d# e: @- N! u" W9 }: A ddsd.dwSize=sizeof(ddsd); O( A1 p9 e; F( L2 q ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;" ^5 Z8 Q% N8 O/ P( D! R ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | # D/ E0 }. B4 m! \7 f0 y; I5 e DDSCAPS_FLIP |# u! W, Z, R7 ~. e. k+ z* \ DDSCAPS_COMPLEX; 8 Z. j5 f+ c# y1 a4 w# \ 5 [0 ^; m, y9 b3 V! J( H) r ddsd.dwBackBufferCount = 1; 7 l0 T; B2 H& W3 a , T& E4 P5 H5 w; ^: E // 创建一个表面,类似开辟一块屏幕大小的显示内存; / }! A5 M6 _9 h if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) 5 w9 h" q% S2 k& ^. z: j MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); $ l, U- `! g: Q* d 9 [0 }1 x) m$ o# Y& ^ ddscaps.dwCaps = DDSCAPS_BACKBUFFER; 0 c+ V0 A# Q8 ^( l+ ] if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) 2 _% b. w6 g4 u1 |- ?1 v8 l MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); ' k% ^1 Z5 J, i 4 P$ y9 R" P; Z lpBK = bitmap_surface("map1.bmp"); ( t- M* E$ E5 u$ P! m0 }' k lplogo = bitmap_surface("logo.bmp");8 f2 `% S: E; o8 w lphays = bitmap_surface("hays.bmp"); 1 \ A- R% }% o P: `" f$ l lpPlayer = bitmap_surface("PLAYER.bmp");' J7 C" b7 Q) Z8 o2 I. S DDSetColorKey(lpPlayer,RGB(255,238,187)); ; \1 |$ @! p9 z & P6 K* X0 ~: @/ F return TRUE;% f! ^6 @( L" E( S( q* Y$ W- L } 4 V3 X& f' F! j9 g! q9 b. J. i6 h8 n# } void Cleanup(void)1 e% K% Y& M" a7 G, D {7 l3 [, I7 y2 q# T , F* N% [9 b* \+ Z O& R SafeRelease(lpBK); * F. i9 n @- j SafeRelease(lpPlayer); 2 M) @: o* w% Q' b+ p9 Z SafeRelease(lpPlayer); 5 Z# H% v# `7 {* Z7 T SafeRelease(lpDDSBack); & S% ^' K. ]# O% k [* C q4 | SafeRelease(lpDD); % Z2 I1 {* N0 J A; Z" M6 v SafeRelease(lplogo); # w R. }" ]7 n - I) p$ I$ H' }, y}4 _$ w" l7 N4 x3 a* `3 ~ - p5 ~2 H) p& [ // Windows的主工作函数,类似Dos下Turbo C编程的main(); 0 W0 S: g2 p0 M1 x' A4 \; D0 ]7 Pint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, & ^9 _* N/ O L LPSTR lpCmdLine,int nCmdShow): G' A! Z3 T# l6 f7 f/ ?" o {' o1 X b3 ^! K7 A" T MSG msg; * I) V1 w4 D Y, W 5 v$ v" a8 G* B% G) S // 初始化主窗口; - ?2 Q2 ]% i4 A+ b if (!InitWindow(hInstance,nCmdShow)) return FALSE; ( ]8 l: T; o- u0 c* _% V: B % I( f4 _' b4 v) O/ Z1 E% i3 ~ // 初始化DirectDraw环境,并实现DirectDraw功能;! n: D$ Y- h' b9 g* b1 B if (!InitDDraw()) ! B; z+ @/ k, x9 O {" ?2 u: G8 E t1 ^0 g MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!", , h5 R8 s( U' m" ` "Error",MB_OK); 1 H# X- d% G6 C0 `( _7 d F void Cleanup(); : \' I. j n( I8 n" ?- @ DestroyWindow(GetActiveWindow());. y2 @+ r: [6 _ return FALSE; ' ~, E$ M. Z+ h, l2 w/ i3 L( ^ V }& [, y! ~ k' v& ^$ F# _1 V Gamehead(); ' p# y7 x: u( p: C! J0 d6 m. r ) u7 k6 o( u7 ~/ E // 进入消息循环; 5 ?" E& O7 P& a( h* X0 D2 @7 k2 { while(1) 0 q o7 ]9 G! | }8 B3 M/ u { 7 @) X0 ^4 x' _) @, i if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) 5 c9 A2 L& R- J { y% n* Z- u" o3 T# F6 T9 q if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;- t; |* Y% v l) ]& @ TranslateMessage(&msg); ! _; r; x, |% ]8 {" u! c DispatchMessage(&msg); ) H* ^* r! I9 s7 J }* }) n0 d& @5 a5 Z else& S4 p6 c3 }% i8 n" \! F* W MainLoop(); 2 b/ ~! ?( O' n# J } * k2 E7 |9 H1 g* Z7 A return msg.wParam;4 ^* K6 v" Y' ` } 4 d1 z2 M7 j6 ~" G ( b$ I& I, n* h- r+ A3 P! w" G& {# t * Q5 F3 W% N+ w: `- P$ \7 W//游戏需要用到的函数 - @; i7 R/ D/ s G, n/ L! ?! ^; _' @ ) x( H9 e( E% u" J, F! J0 E+ U! P- @( V , `! T, a/ L8 ?7 y( b: s+ B7 V Q4 T8 j% C1 b void Gamehead()5 h2 p) g q: @5 p& ~7 J" x0 J+ X { 7 m/ F* Y. e% N, M" F RECT rect1={0,0,178,145}; # e" F/ Z$ J& m; C3 m" h$ j int x=80,y=100;$ }, e' F+ D8 q int i;+ g7 I+ e$ w- R2 a2 r* n4 p" C ! V! p$ [6 A' {% | lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);8 M2 G0 G" [4 L1 A / [2 E1 n' B) Y8 X4 T+ I for (i=0;i<6;i++) \/ X# W; x( |" f1 \0 G; e { . o: v- A9 Y9 z1 d rect1=GetRect(i*65,0,i*65+65,202); % V% y2 ~% K: i0 V2 N8 K lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);1 u H8 x' ~! T Delay(500); " |1 i) G7 ~2 z- I/ m! C } ; }" }( x4 ~& D2 T. X 6 f5 m, b# _( c4 ~* y Delay(3000);) l6 N0 E' T: W } & c3 Y ]% e Z4 b/ p5 r& I* x1 V7 ~) e% \' S, f4 ^5 M" r* G void BackGround() //画地图 ' l. m/ N% K8 Q7 c3 K { # i1 V5 r: ?1 r9 [8 ]$ {# F int i,j; 2 s1 e/ ?6 E- q T: b1 F for (i=SY;i( q; F- ~( D% C$ F for (j=SX;j: f" o3 _- I3 Z) Q if (MAP[j]==1)) f8 S T3 m8 e3 u {! t! ^: N3 A7 `$ h' J) E rect=GetRect(0,0,32,32);% B3 d& |- P2 V+ c- e lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); * m V) i8 e, h } 0 {% S9 O5 n% W* V7 P else6 S, b+ Q; c9 L S% F* N F {, u, k6 B' g: h* \. c; f rect=GetRect(0,32,32,64);4 {/ O0 `% b' j; I4 n lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);. _/ f; ?2 n: W% t/ X- X- B } ! \5 P# h0 `) F+ b} / l0 F/ Z9 [6 }# ]2 g. p- l" H* x3 N% ?2 M0 V! o RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 ( g, W. N! l1 S{) r7 w* l4 `' Z" G Y8 D: \+ |0 V8 W RECT TempRect={x1,y1,x2,y2}; 5 ~6 m1 ^; a; W+ q- F# M return TempRect; ' C6 w* N' ]$ y7 ^}* Q, C7 f- x, [; z4 \1 [' p/ S& u & \, u+ H) I2 Z+ V9 a void MainLoop() //游戏循环 $ K7 i: |4 f% Z2 u { 1 r$ J8 d8 [1 w1 d0 X8 v BackGround(); : o% O7 }( _1 D) }2 P RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};! c. _& v0 Y0 A' u3 \ lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); / C' a9 Z" T5 j H ( Z8 M& a! R7 d5 i7 r if( Hero.x<0 ) Hero.x=0; 6 W* V/ f0 i* g5 }) G if( Hero.x>640-32 ) Hero.x=640-32;% |7 ]/ G* Q! r) X+ i* }' ?* ?4 B if( Hero.y<0 ) Hero.y=0; , n+ e1 s" T8 D. e1 l3 ? if( Hero.y>480-48 ) Hero.y=480-48;. ?' }# x% W8 N5 Q2 y% ] ' J& o/ o: V- l( N. `, |( f Hero.old_x=Hero.x; - E4 R; ]" q; m! c3 Y$ T6 ~2 t: k, T Hero.old_y=Hero.y;( ?5 v, L8 B7 Y- N4 R old_SX = SX; old_SY = SY; - G" B# i( U9 _' I. R( c' p$ y1 g e m} 7 E' M5 A6 i- M& y1 Z 2 @" Q8 O% x& c+ u5 h. q! B; D ~& M void Delay(long time) //时间函数 ! `. m4 {" J- u2 T- [9 w( G{ % O8 N8 ~' `$ x* y' O static long old_clock, new_clock; //延时变量/ ^! b, ?, c, c/ D% Z9 q new_clock=old_clock=GetTickCount(); 4 s8 D- D, v; d) { while( new_clock < old_clock + time )1 z9 B1 O# r& x' `+ H/ ? {- Z a" J9 ^/ N2 H& o new_clock=GetTickCount();% X2 D; Y C" u3 m9 Z; e! y7 K } 4 ^2 A8 c% `9 g) ]# @; \} % \/ ?" C. t+ a3 t% M- w& h% r! c8 ~* H" s) M + Z' `% z1 N$ q5 f( T4 R* A - x* k6 }2 `( l4 Q* b$ e1 x7 Z" B% T( l! {/ L //下面是dx相关的函数& q; T3 [9 V8 k LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 " a% r6 L, R: Z% W( \* U; B { ) u- N9 R! U3 R* i2 G HDC hdc; , v& e% W8 U ?" O& k HBITMAP bit; 9 ^! E/ l+ {5 U* M( ^% H1 { LPDIRECTDRAWSURFACE surf; ; t3 v. T1 P) N5 x0 e% x: d 4 D- W8 j3 j X4 S- S( B- H5 P7 r( F9 o. x7 k ' H' f g0 v! X! d% V bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, . h, ]- l/ U( u) z: S6 q LR_DEFAULTSIZE|LR_LOADFROMFILE); 1 s- i, |/ F3 o if (!bit) 9 a0 R1 N$ G9 ~5 | % U1 X* t1 F+ {6 _& w5 x2 ] , ]3 A k1 I$ X' K9 S1 U 7 h9 ^- u+ Q4 P% R" u6 u return NULL;2 S y9 P5 b- F o/ L , w9 j8 Y7 M6 r# j7 G& _7 I" L& V * C7 w% Z! T. E: M : e+ s9 q: H% P; ^ BITMAP bitmap; - l" [! U. C) ~: M8 [) r GetObject( bit, sizeof(BITMAP), &bitmap );5 o7 F X, u0 a0 i int surf_width=bitmap.bmWidth; 1 Z$ |% R( H+ Q' w% V int surf_height=bitmap.bmHeight;5 S2 d5 M2 q3 |+ f7 \ : _ d9 d; [$ B2 _4 X* n# [, j& U9 d1 z( _ } & n, b2 `! Q: F5 J$ Q HRESULT ddrval; 7 i( H; r0 Y. \! Z1 Z2 }. g DDSURFACEDESC ddsd; / W" f. A6 U* Z& e. n% B$ c ZeroMemory(&ddsd,sizeof(ddsd)); # z* R8 l6 X. N8 i) X ddsd.dwSize = sizeof(ddsd); R; f. e: ?& g" T5 R ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;( k+ x5 z+ Q0 w9 ] ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; % `/ \. ^8 K* X% W% ]# F% L ddsd.dwWidth = surf_width;5 k, S5 Z0 @& h" ^% Q ddsd.dwHeight = surf_height; * T7 p* H5 E# B# Z2 _: \, f" A: r3 ^7 m" i8 }4 U$ p8 _" B; E 9 C# p4 q0 N$ ~ " |3 z! h1 n; B6 v' C L6 \ ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); 3 @5 `. W/ u$ i* b ) p' D* C6 b% B m9 @/ E: e, _& B* @1 ? if (ddrval!=DD_OK) {1 L; W; {1 N: K: R4 g , @) G% s) V6 D& P2 {, O . [; c B0 t! N' c DeleteObject(bit);& j: J9 s7 {1 I+ P X! @ return NULL;# ?7 e& j* X3 D% u3 r! k' G; ~ ; g( Q; O3 G* } D/ G" V! f } else { 8 N$ @, E) | b4 Y0 U+ w, I5 {4 j, D. p. ^( D ; k S- X5 u, C surf->GetDC(&hdc);3 l& F6 e9 d( ` ( s1 m2 g* ~2 Z& [2 ^4 a: L5 [; T ; i2 m0 j% ^+ z+ p $ u' U. X( f, g4 t HDC bit_dc=CreateCompatibleDC(hdc); 3 y& ]1 I+ V& l9 R Q/ Z# o5 G: W# w- `% W, i! \. V 1 _( }. V8 I# Y: r" k. b* m SelectObject(bit_dc,bit); ! \1 H" ]& X) k; F1 k BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); V; |& f3 ^5 m ! a! b( I$ ]6 X- u: k9 t& B G0 }0 G5 r6 H* \3 e9 M5 f surf->ReleaseDC(hdc); ) g' j$ O! C# I9 S DeleteDC(bit_dc);' D( y0 p/ R9 c } % z/ @& a' u' X; K9 b- s2 P5 Z' s) t0 K6 G' B * K, l5 l& E/ z3 Z8 Y* W S 0 u# F8 I1 l. \ DeleteObject(bit); " o& o/ {" X2 G( K0 H# r- H9 K! N4 @4 Y' h o" e, z- _1 u, v # _( Y6 k* ^( K2 r! A return surf; ) n% Z8 e. s/ R} 2 s) s' E! L) t- j ; Q9 d2 B a g5 P( g( t ; E' ]/ r6 O! M; D. Z# ~. `' J7 U; ]+ I w( a( R! P1 Q DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 7 Z! a+ e% N+ K# O4 d' Q { 1 p2 {* v7 z3 l' e COLORREF rgbT; * V7 J$ c( H: t5 Y. @) U h" U HDC hdc;& R, Y9 ^- B3 u, f DWORD dw = CLR_INVALID; * F8 [) q) q V# u) N( x5 }, ` DDSURFACEDESC ddsd; 2 o) p9 o6 T! f( r: i4 f) m HRESULT hres;1 a7 `, p3 |3 j* Z9 A* z( x" { 7 `) c1 h V7 I$ V, m/ R* \ // / a# W( [3 W& v9 @! k: R // use GDI SetPixel to color match for us / x$ Y; g/ W5 W5 W // ( f! Z& Z; o' C( b if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)7 k9 G' ]/ h7 d, T) W {3 f+ A* p9 Z5 h; B rgbT = GetPixel(hdc, 0, 0); // save current pixel value9 m/ j& T$ k9 `: g. X: d" @, T SetPixel(hdc, 0, 0, rgb); // set our value8 @9 D& C% s$ a7 @4 d/ |* d pdds->ReleaseDC(hdc);0 Q K3 @ h2 Q! t) O% K } ; `2 s3 i: ^: ]& S : h/ e+ ~8 `( E3 {3 I // e* ^. r O3 ]% d. L+ w // now lock the surface so we can read back the converted color 4 f5 r, g+ ~) E k. Z // % ~; C S0 G0 u* S; l ddsd.dwSize = sizeof(ddsd);2 M3 e/ o0 t1 r while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)$ f0 g6 c' O/ C4 _0 t* K, T ; ) v! V4 D- X% b- t! y; b9 h! A, V. I( {: G8 w if (hres == DD_OK)0 _ s [2 B; X7 A" G. l { ) _5 o5 t6 s% V9 i/ p: d dw = *(DWORD *)ddsd.lpSurface; // get DWORD; O4 j4 M! W5 K! C8 T dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp9 L$ Y. o! ?) y+ S ` pdds->Unlock(NULL);0 g2 I, q- I' v% v1 x } 7 J. j/ e- f1 {, B+ ~ ' F+ B/ f9 v8 {; G, t2 S# \ //- n! c! @. O! x9 R D7 w // now put the color that was there back.3 h/ q* S3 h' U8 N) ~; f. a //8 P; U2 g. W" _1 J+ ~+ Q) o) m if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)4 G9 c" ^+ u8 y$ b/ U" u$ L; B {& F8 }- o: }3 @' b0 i SetPixel(hdc, 0, 0, rgbT); - v. v! n( K! v \( \ pdds->ReleaseDC(hdc); 9 k3 d- l& b+ W1 h! w" H+ Y } 6 i2 s. `& X) u% E2 L4 D9 E: J1 x A3 Y+ P) D1 t return dw; $ I& W p/ b+ Z3 R}! b6 Y- C8 r& V+ I8 ^3 y , [9 ~4 s1 V: t7 x! u8 `' f/* - P% G' X0 w9 _( m * DDSetColorKey: |; U" C- S6 C) j, Q* y. K/ @5 ]3 u * # v( a! ^2 i& ^* N( _/ Y2 i5 ^2 h * set a color key for a surface, given a RGB.' Q9 z; j& r" g * if you pass CLR_INVALID as the color key, the pixel/ _7 k _4 y1 B * in the upper-left corner will be used. 8 D/ U( O |* `# p# I; Q1 } */; x8 W7 e* z" R/ B# O HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 $ w& \* F; t3 y4 a, E+ E {6 I2 N) H, b* ]$ s7 S. X4 e1 m# h DDCOLORKEY ddck;. [- ?# R& k3 ?( u ! Q. t' D- Z; Q7 c/ t9 m0 F ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);5 m/ L/ Z5 r* V) j3 r) C* E ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; 9 n: K# c# \" F6 N8 ^5 y return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);" f4 o/ J" H: ] }0 `, Z5 N }' Y3 y0 k3 V# l6 r: h' ` ) M, [2 I% Y; K+ O2 n8 {3 V h+ E6 R! ]) X # _! \: V$ x9 ~) ~2 Q$ f& y+ Y我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!( L: o; b& U2 W, z* ~) ]% {5 } 游戏下载地址 hays2002.51.net/game1.rar ; N( F: ]* R! c/ a
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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?
    $ S' t% f2 S2 }9 K& \! B
      k1 f- v6 E; @! 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

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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。
    7 Z; b- C. y% h! u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:
    / q' t# A9 g  W9 R5 Z9 u* M" s绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
      }+ S# N* ?) s1 L- d
    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
    . A% j3 w+ ]7 _* p; ~' T6 Q6 @
    ) O0 D3 U. F7 y& _" A: A6 U$ o0 E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:
    ' y1 {0 a2 i3 a+ [0 ?8 G绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    5 M& {% G: R' b  _7 o3 @4 Hvoid 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。. T9 d+ D1 l& N$ [
    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。2 F6 G, g- m2 Y/ I% ?7 \2 A7 u
    按理说能够在一小时内编出这个游戏的人不会不知道考虑CPU效率的,除非你喜欢让CPU发烧。' B4 T8 V0 a5 W' ]0 j8 L6 W

    & ]5 t+ T* P% v# [4 c

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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: @. M/ |6 f  a. `! r+ x* b& v3 W
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里
    ( d- D+ h' g; B! M2 F
    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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