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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 $ r' p! _9 H% j0 m' w) D6 e#include // DirectDraw所使用的头文件;1 {8 b* a# w% }9 A5 n5 Q #define MAP_X 64; E$ l9 I2 G& {' d: E: y: f #define MAP_Y 48 . Y/ R9 ~: P- A. r$ o' j+ M- @// 变量、声明函数;7 V& l6 }" r1 i" [& Q& ] LPDIRECTDRAW lpDD; // DirectDraw对象;& T1 N% N7 E) z! z LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 ) ?" K/ C2 W) G, o3 e/ O# N LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 b4 M" {; R# d* e KLPDIRECTDRAWSURFACE lpBK; //地图页面 " Y7 r- ?" h5 G. N! t) d+ \' xLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 $ r/ h$ I( U' z0 C LPDIRECTDRAWSURFACE lplogo; //logo页面 , u" A% l5 Q7 a: d7 |) sLPDIRECTDRAWSURFACE lphays; //海斯 ! h/ @; \7 z ^7 B# b+ P ]9 b/ l8 T0 N3 L' x- a int MAP[MAP_Y][MAP_X]={5 x& B% k/ ~* p q {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 h) s H2 r B5 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},0 g: t& U7 z0 M+ }7 l {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}, 6 Y( N, L! L7 y* F 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},- W, e& M5 D& w9 y! h0 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},- ^* M9 m: o7 X% Z3 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},7 m, X/ A0 {4 A+ l# y" X {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},3 {4 E, Z9 [) E* n {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}, 1 N+ `6 e: \1 h/ B0 ^& 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}, S% ^ n' a! d9 i {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}, 1 h9 m2 h% [$ {: Q% Q8 C) 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},* K$ n0 P) M: Q, E( k/ Z8 N2 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}, ; R* h; M5 P6 V+ x{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}, ! _% f3 l, x' H8 _{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 p( Q, ]1 G' l. m7 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}, % M u. ?* a/ ?" i1 U/ 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},3 t& d( B2 L& P9 t. g2 G I' 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}, 0 Q3 U: Y0 F$ U; A' V{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 A% x& J/ b) ?4 T, `, Y1 o$ I {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 o. Q+ s! L+ { d8 X/ f" i {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' ]8 e" }% D9 M; `- k5 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 H$ e2 s8 A) n( 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},7 a, }9 u: `1 S. 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}, 4 W4 [: P5 L ?# g0 S9 l9 R: x4 B{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}};& K, `. f; I/ |2 C2 e# P * l0 T3 B5 N1 U 4 g# {; q+ _+ F( L5 g$ o& O int SX=0,SY=0; //地图坐标 7 G1 M' b! u- J& k( y : c9 f8 B7 o. H int old_SX=0,old_SY=0;- X0 W6 ?6 W# J8 P 8 N* U7 ^, w- m' eRECT rect; //blt用的巨型 $ X" \3 r% G* {5 w int speed=10;* D& t; ]7 y2 E' N+ z ; Y! d' u' m. }5 Atypedef struct{! M$ e3 v$ s% M+ W int x,y; //当前坐标2 R% y2 c6 n; g* N* ] int old_x,old_y; //旧的坐标 - S( x' f& O$ Hint Way; //方向 & O& X" ~* k3 F8 ]7 ~8 Wint Stats; //状态. P$ o$ S# e! d2 ]7 i }Role; ; t5 T& e+ h# ~. B- N1 ^( f4 r$ S/ N$ e c! _ Role Hero={1, ; ~0 O4 n9 C' u; a. {+ l" t9 R$ L 1,+ e! k0 f+ U8 _2 Z& v 0, q/ K5 N4 E7 h9 U- q* d& x6 K3 Y 0, 0 @% ^& ?9 Z7 J2 t 0};( i# S& J0 k. b6 X2 x) r( X / [2 ]! q- F4 a4 c" S . a1 @+ r5 d' ]8 t: {7 Q' e& o1 m0 R" X : _5 m$ i( r% X" C, M$ F- J2 t ' M' a8 W% Y6 u//函数声明列表! [" ?- f2 u. Q, q 2 H5 }) O9 X! M; W) o4 M RECT GetRect(int x1,int y1,int x2,int y2);5 ~+ r8 ?% n! { D9 {: ^ void MainLoop(); 6 t9 M8 i" C: M I! ^, C2 ~void Gamehead(); 8 h# X6 \- E. [- z' f6 e) E. fvoid BackGround(); 4 U4 @% b" L3 D4 Z% J% F# QLPDIRECTDRAWSURFACE bitmap_surface(char* file_name); ) h: ]. A3 x9 mDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); 1 I4 b3 `- A) X: THRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);2 L Y7 h# M0 i LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); 3 J! k7 R! R0 V0 R. @void Delay(long time); //时间函数 0 L& W( O2 r! g# r, [! J; B3 jBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;% b9 w+ ^0 Q% M# b. K. O1 d; r BOOL InitDDraw(void); // 初始化DirectDraw并且打印字 , |$ W3 ^" ~9 e( O6 Z5 b#define SafeRelease(x) if (x) { x->Release(); x=NULL; }7 x5 R; G" q( O, C& \$ n+ C# c( M void Cleanup(void); // 卸载DirectDraw函数; ' F4 m _& i6 y* T% b9 u! o: A9 P6 ~! h @, a) F& s2 r2 ~4 ^) h ) c/ O6 H, ^( R* _- S2 jBOOL InitWindow(HINSTANCE hInstance, int nCmdShow) ' c) L% o& T, m h0 q4 Z{ 0 }' ~6 Q$ e! `" }4 d* L- f# ? HWND hwnd; // 窗口句柄;, R( A- @6 V F$ A, A8 G. | WNDCLASS wcex; // 窗口类结构; # p% f9 J+ Y2 Q$ ^4 m / ]% H" ?2 U$ n, q // 设置窗口类结构; ; u8 s: ~/ U; w8 k5 Z) p wcex.style=0; // 风格; ' F: n# ^+ X5 O( h' r) n9 _0 P wcex.lpfnWndProc=WinProc; // 窗口处理程序; * m3 N: \& k3 k& U2 J wcex.cbClsExtra=0; // 扩充风格;* e- n4 \- x# K3 j" M$ ~ wcex.cbWndExtra=0; // 扩充程序;" [0 W+ J% X' c4 B1 g wcex.hInstance=hInstance; // 应用程序hInstance句柄;+ X! w" Q( W% ]: }8 z7 E wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; 9 k. N% K1 s5 h7 Q wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;) V9 ^5 M7 L! q: d& D$ E: x wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景; 4 ]& Q0 P5 M% i s3 b wcex.lpszMenuName=NULL; // 窗口目录;5 b0 G0 c; y: g% R4 T7 A wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名' N8 o: O- B W( t2 r+ k // 注册窗口类; ) _+ {& q, I9 W3 t! V p' L RegisterClass(&wcex);! G2 |3 R8 a+ w0 ~% g // 创建主窗口;* b, K& C/ b1 j7 J* `* H! |4 O% _ hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, 0 J$ @' ~% @; I% L: `1 ^ 0,0,GetSystemMetrics(SM_CXSCREEN), ) [% X$ A8 Y* i! r" W GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);# \# \* }4 g. R7 n. v: R if(!hwnd) return FALSE; 3 @/ Q/ |7 j. d. n; t% M ShowWindow(hwnd,nCmdShow); // 显示窗口; $ I, k) k4 H; `; ` UpdateWindow(hwnd); // 更新窗口;# a+ U3 J, [# ~0 K( p0 S* _' B* ] S+ X " d. g# s' _- L7 v SetTimer(hwnd,1,30,NULL); + Y( C }, Y. t" q6 g, Z - F( J6 {2 }3 L" Q& F( t return TRUE;( o2 C& Y/ t1 P1 G/ M; _ }9 w7 ?, N9 }$ `& } ) y1 r! r. Q# r# B/ c% Q5 G7 rLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) 7 G4 j w3 b# `: g) L4 e{ : R! F$ a2 h! P# O switch(message) 4 L! W7 n; l, P. f' ^4 r. ?$ A { ) C' d9 f/ ^) h7 u/ b case WM_TIMER:8 j# a; K7 c( s; I/ m lpDDSPrimary->Flip( NULL, 0 ); : f' A: i4 L& g! S, ? break;- G7 l) p/ y0 J9 X' {: u4 z! S0 r ) K% P0 n$ f2 U case WM_KEYDOWN: // 如果击键;# r D+ z# q/ R8 V2 T switch(wParam) 5 w2 ]% Q a2 k6 K! t+ @1 J {$ O- f% _% N+ ] case VK_UP: & \. {& g* @, q1 u Hero.Way=3; S3 i% F( ^. ]0 J if (SY<=0 && Hero.y<=240) //往上走 $ J5 w, E- u8 D, r {$ x' {8 l8 D) v: h SY=old_SY;0 n* A/ i( t! a8 [1 i Hero.y-=speed; 9 D' O* @; Q2 h3 A4 f% x. |! o }' B P2 U3 G3 |3 o; h3 M2 g! L else if(SY>=MAP_Y-48 && Hero.y>=240) . H0 ~& Y' E9 e8 O {) Q+ ]' B- i7 ]+ X) C) S SY=old_SY;& ] }& P3 E, ], J) ?0 ?0 I Hero.y-=speed; / C- ? r& M; Q; ?6 i3 G' o } * w, S+ f- ?6 E8 D' b8 g% C7 ` else SY--; 4 C4 M+ e$ t; q9 T: @ - Z) O9 |% d4 N" b break; % N3 O2 l* r2 s 4 l U. g! z. Y4 G! a1 a; O case VK_DOWN:3 `" n' _( g7 c( X8 | Hero.Way=0; # e. M" W; M4 ]% u2 N3 U if (SY>MAP_Y-48 && Hero.y>=240) //往下走 0 D9 W: x9 U M) P5 f4 t3 [/ d { 3 P [3 Q* x/ C* { SY=old_SY;6 K' k4 _) U' k; ]) `8 ` Hero.y+=speed;' O- G, T7 [2 ~; s! L! Q } 2 @! Y" K/ q$ u" I, X5 ? else if (SY<=0 && Hero.y<=240) % [9 P4 q8 b6 {' Y { 9 T( q3 c) U; b, I F/ P SY=old_SY; ! K; ^5 X, j- [- p' h" I$ ]; ~ Hero.y+=speed;" h+ C1 J) E; j2 o. S } % q, T/ a: p% p# c, b else SY++; & a I5 v O1 t 4 ]; S& H& O( F) e. L break; 0 ]' t* O; \0 b2 v 0 @. O& x1 n% s case VK_LEFT: q0 [& e( q# a8 C! l4 v6 T Hero.Way=1;6 _3 t' W! X' I1 `. q" t4 Z if (SX<=0 && Hero.x<=320) //往左边走/ ~* M: |9 F. [% R* B! Z, c {* T2 m" l$ e" V* H' n2 y% b- K SX=old_SX;, h {6 I% O' y" X, ]% }% C, z Hero.x-=speed; ! g1 p3 V/ c0 S }; h* Y# A9 g) q" P5 P; y7 h else if (SX>=MAP_X-32 && Hero.x>=320) 6 @; i" V% U& m% }4 U3 ` {* l! N4 z Q- F+ I/ M3 k5 G' h+ ? SX=old_SX; . F. }% v* S1 X) {7 l9 Q, i Hero.x-=speed; / Z5 @% Y& v" @5 l/ ? } Z2 }& q7 U5 ]6 Y5 s. E$ Q else SX--;8 M( Y4 V6 j" O ^. y1 n+ l7 O! b" l% N break; ! H; c; ^# {4 J2 \" k" q$ z ! i$ V! x9 l/ W _ ; T1 a7 }/ N- ~, ~; `4 T case VK_RIGHT: ! D- D, `. g' } Hero.Way=2; , Z. ^( n3 k, z% |9 { if (SX>=MAP_X-32 && Hero.x>=320) //往右边走0 r/ E5 S1 |2 S# ?5 m { ( x$ @* K' y' R* N* V SX=old_SX; & O- n% h8 i6 O) L% r# Y- X Hero.x+=speed; 7 m8 w1 W: P1 m6 r/ x0 T! \! C( P1 \ } " j$ K0 n/ z2 X+ l! @/ `1 F# y else if (SX<=0 && Hero.x<=320)2 Q( [! V! K4 }0 S" ]& b { 9 o) t7 d( O2 j! a SX=old_SX; ' C0 Y* [$ F/ d4 u8 c1 l* K Hero.x+=speed; $ k \1 i8 n0 c }& [! {4 |+ d; d' X else SX++; ) r% L& D( i) s6 i% x9 @ * i/ b/ G1 @! z5 I9 g, z. D break; & Y6 W# i7 h2 k: J4 [% N } % ~) K4 e4 D+ x , G; w6 U4 j& v/ H' ^2 p " R( o6 k$ Y" ^% N" X1 [8 d6 |8 H3 N Hero.Stats++;8 j7 h6 e; x: a6 B9 }" d if( Hero.Stats>=3 ) Hero.Stats=0; , S) F3 k6 }0 x* g1 G + U) j- V9 L" C0 H9 ? break; ) D$ S) ^5 `: ` ~ 2 V* V0 J8 W$ t1 d* n; v case WM_DESTROY: // 退出消息循环; * I+ y, ~) t1 l Cleanup();; `. n( v/ G* D' w/ W9 F7 {- J PostQuitMessage(0); " j# {4 |4 p7 i& l( c' y: u! E" d break;0 t, l0 y5 @, K } * v, e e7 @3 o6 x // 调用缺省消息处理过程; , C p+ M, {( W8 v* I: | return DefWindowProc(hWnd,message,wParam,lParam); ! r- m4 g6 c8 D$ a7 N} % ^: U3 ~7 W& C u+ l" I3 D8 u! S& x: g# ^ // 本程序的最核心内容,即DirectDraw的基本功能与用法; 5 D. A# u* ^9 [BOOL InitDDraw(void) 2 U7 o+ B* |: f m8 i{ 6 {; p+ |& B: B a2 x DDSURFACEDESC ddsd; ; ]# c, x" B+ ]% l+ k6 J HDC hdc; , A! `; c* l2 {* D! k DDSCAPS ddscaps;3 s' w' y& k- @3 E& E, y/ E // 创建DirectDraw对象; . `& S* Z0 O0 P# j+ l/ I9 p if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;6 r: Y5 G L( @& k5 m' o+ I // 设置为全屏模式; 5 z4 S0 t; _8 G$ b. p6 Y0 z if (lpDD->SetCooperativeLevel(GetActiveWindow(),5 P5 |4 R5 z" M7 b9 c DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)2 ]+ C$ J( ?- O* J return FALSE; ) k( b* q* r+ b z4 r1 d2 B9 c0 n // 设置显示模式;' i; C. a0 I% p7 ?' V if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; . o1 {& F; f% K$ q0 w // 设置主页面信息;* p+ Q& W7 d' |4 e6 ^+ O" f1 X ddsd.dwSize=sizeof(ddsd); . ^$ \2 j5 D, R: g+ | ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; 9 x) f4 F7 k' ?% i ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | 7 ?. k6 q8 C) C8 \/ a DDSCAPS_FLIP | % \: B7 i+ g, I8 }" O6 E4 {1 s DDSCAPS_COMPLEX; / o3 x. w* J' f / V; c3 v5 o/ c ddsd.dwBackBufferCount = 1; 6 j1 [5 f$ b6 v# m * a8 T$ ?& ?2 O1 c( i // 创建一个表面,类似开辟一块屏幕大小的显示内存;! D! L& o% Y4 }% m! s if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) ( g* @ F/ P4 T MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 1 {7 K. a+ Z/ Z* B' n1 G9 J! E 6 q! k- H+ g$ E5 w ddscaps.dwCaps = DDSCAPS_BACKBUFFER; 7 |" B" }7 T+ W' q# | if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) u2 @5 g/ Q R. z3 W MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); , d( a: f& @! h4 v4 O& ]4 x; A 5 ]+ @" O7 ?. r9 a' X2 g lpBK = bitmap_surface("map1.bmp"); 2 @( B5 M, s# U lplogo = bitmap_surface("logo.bmp");" e- C2 c- q2 P0 l lphays = bitmap_surface("hays.bmp"); / d3 p$ ]5 x1 X7 `- K$ D lpPlayer = bitmap_surface("PLAYER.bmp");6 b6 g$ {& }# U/ z( r DDSetColorKey(lpPlayer,RGB(255,238,187)); ) i9 ^/ F- ?4 M4 C; j6 f3 l2 b/ p % L. p I A% k( E, b return TRUE;4 L, K! [) ~. e7 x. O } & }! G$ D3 j1 B9 N9 P) }% I7 T" H6 P0 _ void Cleanup(void); a' y% G+ }0 O* A" l4 f/ e { ^; S7 q+ J! u( e4 {( D3 @( d " |% |3 ^- K$ f3 [- N SafeRelease(lpBK); / ^; X+ l% |8 l3 `' Y/ a* i3 w SafeRelease(lpPlayer); 0 L& L5 e ]" G- c \ SafeRelease(lpPlayer); - X- y' ^$ l. G' m SafeRelease(lpDDSBack);' v( O8 p$ ~* Q% v+ B0 m9 d: O SafeRelease(lpDD); : b O# W! J: k" P, S" C SafeRelease(lplogo);- n5 L5 |/ z6 S- j: M E1 K+ t: q 7 D! S2 \- _9 e# C- Z# o+ O} 5 k- e: E4 ~# m- R k# m* { O6 ? , l+ L0 L7 k# c7 q$ s// Windows的主工作函数,类似Dos下Turbo C编程的main(); ; L1 q/ L& _. s2 I6 rint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,3 n% R. n$ A4 x: x, j% F, J& x LPSTR lpCmdLine,int nCmdShow) d2 H# H: q7 l8 m9 J% E o9 M/ U { " ^" A" x! r r9 Y( _9 @; n MSG msg; 1 u0 p, r6 N2 m9 X5 A* w. z 8 `7 p# B4 |& C# o/ p // 初始化主窗口;1 G: ^( [; h) O- u1 c5 {5 o if (!InitWindow(hInstance,nCmdShow)) return FALSE;* E" Z, v: a# S5 }2 j# | " ^7 C% @ {" ?+ ] H // 初始化DirectDraw环境,并实现DirectDraw功能;4 W+ F$ X: c: {- a; | if (!InitDDraw()). L5 x9 T! r3 I0 q { 7 D& Z# N! n# Z5 O( J* u. l MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!", + S9 u! |8 t0 Y) r, R6 { "Error",MB_OK); 4 u3 f; G' E8 o# O void Cleanup();4 r# s- W( S( |, g1 D- X. W8 ]0 Q DestroyWindow(GetActiveWindow()); 1 n% \6 T1 X3 D3 s; v return FALSE;; \% n( Y5 q% e& P$ K6 w- g } ) m" U( {& N7 v$ w Gamehead();: I+ b9 V7 ]+ Z0 g- `/ Z / Z5 ]- P9 f8 H5 h1 ~- E: \ // 进入消息循环;9 I: ^" F' J0 |3 P& i$ y1 m while(1); k5 T5 I% B: P; ]. [9 d {. \( F" g1 P8 C. f8 }7 f1 r: w if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)); b$ h1 I% [, Y# ^$ h: H0 u, V7 L {2 b0 ~( Z5 i, U0 b& j8 a if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;, _! y2 i' _! q TranslateMessage(&msg); ! ]3 W# q! Y; c# n: I DispatchMessage(&msg); ' K V6 Y! s+ j) V! P; o* J9 B } / R8 s w/ z( B0 ~; \. [$ ] else # X) S) p" u, k$ ~8 G1 p MainLoop(); & L4 a1 } {' q! ` } % T0 p. I$ B. ~+ u& t3 ?* c2 Z7 z return msg.wParam;: H% T4 z/ r) q } , i6 f, ?; W! P6 Y+ m, Y- M & o# V* p! r- @( Q % ^9 q, N6 z7 ]# g* A3 j5 I$ \4 T, m7 ~7 d//游戏需要用到的函数 5 E( m7 A) H8 P" ~) h! y8 q+ R 4 i& @5 Y6 N3 z0 e0 K5 Z- @7 g1 m 9 l' k( X; X9 L3 H3 m2 W9 W) ~4 k$ i$ @6 a7 X, | void Gamehead()6 z" t6 b- {2 U% C) v& O2 R; C { 0 ~; r1 @' a8 j5 [ Y7 _. L RECT rect1={0,0,178,145}; ( w- k/ \+ l' g2 W) M6 p int x=80,y=100;' t3 z# j: S( D5 y: z4 d int i;) L. n, c' G9 {% U: ~- g 7 @& k, z$ g& Q4 ]! b; c: n5 Y lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);3 r4 o* [2 I+ P/ h$ Q/ [. c , P/ H0 w4 }: [8 q R$ X8 }! w for (i=0;i<6;i++)6 l3 a4 Z6 F, F9 { S {2 O0 i7 Z, C* e4 p# [) s: m9 s rect1=GetRect(i*65,0,i*65+65,202); 2 u4 Q5 T' ]; |6 k: O i8 N lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY); 9 s. q& @- ^ _9 `. u7 m Delay(500); 3 }. m9 e" U8 \- m! u } 3 f- Y/ ^" a N/ v+ j4 m5 l & ~8 Z, G- ~9 { Delay(3000); 2 O( B+ p. ^! Q0 M0 B} + m2 ^( ?: _2 O @# _. ^$ [ # F( j0 A' U. _" z N. I void BackGround() //画地图 2 v( v- i+ D5 M7 ]5 o& \0 t{! ^# c5 k. R. v U I; V- P int i,j; 7 i, [7 a R( S9 @( p for (i=SY;i! [- } `0 c( v- t7 j5 g2 w for (j=SX;j# v6 ?) e% H1 |9 a! n" U3 h: O& K if (MAP[j]==1) ~/ E' h, ]4 v+ \ { - a1 U. e7 {' V; u, b$ \1 L( ] rect=GetRect(0,0,32,32); 1 K4 P/ G( c$ X: S' Q# u lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); * K: P. A% m' [4 N } / H8 L# \% h- A- s3 j* q0 O else # c+ P% x U1 [# S% u4 H: j' b4 [; h3 W { 1 l [# s; h H3 u4 s rect=GetRect(0,32,32,64); - T1 P" o1 R+ C% p* \. l! d: s lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);6 m" g1 F$ J) M# f$ c2 N } A z" ~$ C2 ^: Q$ u' a1 @; |) Q1 q} ) `: E( ]( g7 T, c) G7 P# ~; ]1 f RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 6 {+ u1 F7 Q6 Q( T{+ H" n' I. {2 i* P$ {* c. Y ^+ W RECT TempRect={x1,y1,x2,y2};0 x0 @( E* U/ P return TempRect; $ E( s4 Z1 W: J+ T" a}2 z+ o0 f: j8 m 0 G$ E" Y4 G: q) B2 {% O void MainLoop() //游戏循环 ; g3 o/ @4 V! }% K { : e! y9 C$ ^8 Z+ ^2 F BackGround();( z3 d* V6 N0 {$ B& i, P0 e RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; % p- f: J! _1 I5 z7 G2 D8 x lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); 2 z- ^3 c5 i. w: \ l- r1 y( D " s2 K# B; D) \& G l/ \: A; Y if( Hero.x<0 ) Hero.x=0;( ?& W; n! \+ ^% P" d if( Hero.x>640-32 ) Hero.x=640-32; 0 d0 @& h3 u5 Q+ \/ W2 R/ e if( Hero.y<0 ) Hero.y=0;6 N p& r# K! Y; s/ b8 b if( Hero.y>480-48 ) Hero.y=480-48;* _7 u: b5 o3 l. l8 I : _, Z- }# S5 J; L Hero.old_x=Hero.x;0 p; }; [' E) Z+ {. ` Hero.old_y=Hero.y;% Z, d$ W( U% Y9 o) W3 O7 P5 G old_SX = SX; old_SY = SY;0 x/ F: i0 ^1 E% v) ?- R% B3 d } , Q6 |5 m2 t% H: } " Y1 Q% i0 N$ F5 Y0 {. f ( B& u9 l' L4 I2 }! M# \' O6 Yvoid Delay(long time) //时间函数 8 Y# v, S, {# X. g8 ^# v {3 v1 e$ B) s, G2 K static long old_clock, new_clock; //延时变量 5 r! I5 Y6 u/ Y+ K+ M! t Q( M1 n new_clock=old_clock=GetTickCount();: e+ b! W; n" z% c* h; B5 B while( new_clock < old_clock + time ) ( \- q, m% q( ]$ M. c. B0 s { : m8 O w( V1 `. y( O/ m new_clock=GetTickCount(); / L y& v4 S% b1 ]# J9 Y }$ h: V8 G" B8 @1 V- P+ u/ q }2 }2 o+ K3 Q. v% g A0 ^$ F 1 r* B! j6 z$ x' Z% ` ; D5 e) {0 U8 N' [1 v6 c) A, R3 q. a0 }/ K9 \ 4 K: N6 ]2 `' g//下面是dx相关的函数6 \2 L5 Y* J3 L7 x% E LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 # D% L. _' B* r* [: D2 G { ) |1 r- U3 d$ R8 y HDC hdc; ' I$ ?2 X$ h. [, o1 ]% H: C/ ^ T HBITMAP bit; / g: s4 Q* z5 I4 k6 O/ ^ LPDIRECTDRAWSURFACE surf; ) b$ y2 i: h: q: {. L' y D( u" [7 l4 [& D! [+ U; f v6 H& V" R6 i9 S- w8 } * x8 v- T9 B# }) ]# T& n bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, 1 |" ^1 H- j' d! s LR_DEFAULTSIZE|LR_LOADFROMFILE);) c& Q5 q% O8 y" J2 ` if (!bit) ( @. Z( t' y. n3 p) u 0 G6 i0 I% g9 m& e9 k1 N* U 1 ]' \5 \* ^6 V! {1 {2 H) r& \' |0 Q& Q% C7 a return NULL;) p C2 R2 l3 F S0 { 3 k- A$ F3 m( Q: v ; \; a2 B4 D, \3 P2 A , D a/ B5 ^) y8 f3 z* v6 q8 V. G BITMAP bitmap; 9 i4 m; p: w, W z. Y! \. L GetObject( bit, sizeof(BITMAP), &bitmap ); 4 L3 ~. M- s5 }+ e) H7 X1 k0 S int surf_width=bitmap.bmWidth; ' F" Q7 m `/ z+ L5 z int surf_height=bitmap.bmHeight; / {0 W# l- z; r/ s9 B- m) z! ]4 s' [) { ! ~. D. t; `* A 6 o" I) ]4 D; Y- r- A7 m8 s HRESULT ddrval;% V* H9 {5 Z2 B( k4 G4 z DDSURFACEDESC ddsd; - b# {% K9 f$ E( C( C$ S: c ZeroMemory(&ddsd,sizeof(ddsd));; I$ e! e% d3 r9 O ddsd.dwSize = sizeof(ddsd);/ |" [3 g! t& V; I; l" W ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;* _) U, F: ?. e5 _% ] ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; {& i& U1 ^% A+ L1 Z7 o) W3 ` ddsd.dwWidth = surf_width; 4 U& T8 i- [- f! S; N/ g) E' ] ddsd.dwHeight = surf_height; & V( F z! I. L" M3 w( ~* E: N% V9 L ; u! ? L' Z' S; d8 h! V + i3 M% T d4 ~+ Y# H $ _2 J6 Y0 _7 B, f) R ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);6 N: [9 P3 p& L$ [+ T! T) c ( B$ \9 s' H( W6 c6 I % f' H) Y% U5 y: u! t. i) \ if (ddrval!=DD_OK) {. w* k- {$ l% g' L ( J+ d$ m5 ~' c, B ( w. t# [: V! `& r DeleteObject(bit); 2 B) h& ~* d( b2 ]: Y! H return NULL;; W2 z( _/ Y- i$ Q1 F4 Z 2 Y) j! }+ S7 X" w } else {# _$ P' z- B# x( v' ~ 4 U/ r3 c& a: T+ Q' r( o1 {9 P/ h6 L$ f+ T/ ]& a surf->GetDC(&hdc); 8 _& J# a2 `$ a/ |* l( j B' T. _( A9 ? & r9 W* G/ K& D! y ! w, f+ O( Y: M$ U2 L. c0 q HDC bit_dc=CreateCompatibleDC(hdc); , V7 p u3 _ c7 q8 | 6 P2 \% f1 B) W- \7 s+ w! N " _+ L, B) C' o' {& _ SelectObject(bit_dc,bit);8 d( M+ {) \ J( `8 I$ M* ?4 u BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); " G& Z# b: c/ G7 e' V. A" v/ c- A: \; L/ t) f2 W) P 4 y9 z# t% n: g- B* p surf->ReleaseDC(hdc); # }$ l5 I/ B9 k' I: l' p4 p' c DeleteDC(bit_dc);+ F' W* D! t3 [% B2 \+ C: Y& k } O( v4 ]( e8 q& f* J4 p & b' J* `3 t9 F0 i' t4 @$ E; c) P; o8 `2 H0 g p" h7 |5 \* _; l6 W- o+ S7 ^ DeleteObject(bit);" X ^5 L6 D+ U. M ) n/ x- T2 b" d1 J* ~7 n! N; q0 Q/ H6 d return surf; * q* h0 s, F g" ]# z$ j( Z9 O" x} 9 f/ D& U1 b1 p% \' P7 `# t4 h ; }8 j) ]; r1 U$ W1 K ) @( |+ M o3 J% L' D+ s) H# R4 K0 D( W8 H1 m" n0 P DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 2 |& z1 }6 J! r7 Y9 @- \: }- \ {; C( { D& h ^: w" G COLORREF rgbT;2 u/ m+ W0 G2 D0 U' K8 U; u HDC hdc;& v. P0 M( }1 K8 Z DWORD dw = CLR_INVALID; ( H# k+ R1 y' Q1 K; ]1 }$ g DDSURFACEDESC ddsd; ; N7 _, t7 @% D+ X0 J HRESULT hres;' A. J) X! n! y; b 2 O: X: Z9 o+ V. c) C //" Q4 M/ d/ M: u" c9 g) K // use GDI SetPixel to color match for us6 v7 V7 T6 G" |2 c% l //& F( }- M0 W% j x6 A4 ]: t if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 6 m/ Z( k& J" @0 i% k# I9 b$ z: { { , h* `) R, r; q: ?& h7 ] rgbT = GetPixel(hdc, 0, 0); // save current pixel value; F- A- Y" _+ Y2 M SetPixel(hdc, 0, 0, rgb); // set our value$ [# c, I" m6 x pdds->ReleaseDC(hdc); ) k0 z- c2 e: f8 ~ C1 A% \ }$ A9 A8 G2 `- K& H , F7 t2 `1 A( }% j Q3 v; O, s // O* w' v+ R- S // now lock the surface so we can read back the converted color 2 `# P) ~9 O& G1 `$ |* L, J. w& L //5 V( t3 k& y0 e7 I: {& w2 K2 d ddsd.dwSize = sizeof(ddsd); ! w! R2 X* }- p6 u0 u9 W while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING); ?0 B; B; D+ b1 O0 L7 ^: K ;4 R" ~' s# X T! W3 u 3 f* J! e! g' T if (hres == DD_OK)' a; U3 ?7 k' V0 i( [4 A a' W' v4 L- g0 g { $ N, E) n; i* O, ?0 f1 t dw = *(DWORD *)ddsd.lpSurface; // get DWORD ! b! H) p8 k5 H, b4 i dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp 5 Z G; p. A6 F pdds->Unlock(NULL); $ H8 K {6 d C, O9 u7 y0 \ } i3 E% X; e! f9 _' U 5 j; R2 `$ i- U8 i* K //; q4 O2 \( R% K+ m; f% b) [ // now put the color that was there back. ) D; D, G% s+ c( J // - R) `2 S& m0 i if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK). @/ M; o4 {0 ?. d1 F; I o {. e. M, E/ [$ y SetPixel(hdc, 0, 0, rgbT); 6 v1 W; N' V" g: B* [' g pdds->ReleaseDC(hdc); 8 J% f( `/ _0 O9 T- x" B9 y } 0 F$ M P, h! T" y 3 T* d6 M& G$ v( J, _' Y return dw;) s3 ?: B& ^7 p2 v3 J; x% N0 ` }( C& x9 d. e5 X0 R) p9 d # \7 \# Q+ ~' q, Z* r- r9 S/* ! N! Y: |0 a) P, d7 {& h * DDSetColorKey: U! a6 e# j$ P% u0 Z( U * " s# e! l- `* Z* x- H * set a color key for a surface, given a RGB. % ~- L# M2 z) Q7 S" q * if you pass CLR_INVALID as the color key, the pixel : X: H: n: y% u * in the upper-left corner will be used.0 G1 W- Z( [' C */- j$ e: n8 N% E% h HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 ; i- T; ]6 m$ ?& i/ G6 Z6 A/ ?/ h{ & f; t% g# G4 ` Q- ^ DDCOLORKEY ddck; 7 {7 v% P$ w& x' f6 M) ~% q$ P$ Z4 ~' _! H' l, d ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);% R4 H( k$ T$ o" A5 a( } I ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; 3 f5 b+ r# g/ w return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);! E2 u+ {5 _6 t1 Q }' t6 `, k+ h' Y7 L; \% @ 5 H# n) v; Y1 M 9 [* {! e5 a$ e- k8 S5 _0 X2 J% d 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! ) F% C+ ^5 r1 Y" U0 L1 v游戏下载地址 hays2002.51.net/game1.rar5 T n2 O% E0 ?# j
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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?8 t( @6 r- M- O- q- V3 d
      x$ y& B- C8 s8 X3 ~& F
    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。
    ' N# K$ F8 k, n6 F6 @, t* p6 N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
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    [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:5 @% p0 t2 e+ a2 U: S
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    , F+ g, a* B: a3 \) C5 G% B- e( O  K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4 @% z/ [1 {4 q" ?# c4 L
    ' e3 H8 e2 r1 |4 ^
    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

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    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:+ P. A; P2 x0 Z* b$ h
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    # V$ Q0 z) }5 A, Q3 }0 V6 w" W( Fvoid 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。
    0 n5 f+ u6 v4 w7 \" G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。/ j- `$ p8 u! G- 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。7 Z2 k+ Q4 s, n! G

    4 L2 q. S/ J1 N0 u; K$ 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6 U" h) I" Y( @/ q: t
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里
    $ o  {9 t5 k8 [  _' r/ q4 {
    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

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    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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