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
$ 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
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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
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int SX=0,SY=0; //地图坐标 7 G1 M' b! u- J& k( y
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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
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SetTimer(hwnd,1,30,NULL);
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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;
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else if(SY>=MAP_Y-48 && Hero.y>=240)
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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
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SX=old_SX;, h {6 I% O' y" X, ]% }% C, z
Hero.x-=speed;
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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;
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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++;
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break;
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, 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;
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// 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
}
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% ^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
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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
}
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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;
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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: }
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( 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();
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}2 }2 o+ K3 Q. v% g A0 ^$ F
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; 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;
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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
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return NULL;) p C2 R2 l3 F S0 {
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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
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% f' H) Y% U5 y: u! t. i) \ if (ddrval!=DD_OK) {. w* k- {$ l% g' L
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( 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' ~
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surf->GetDC(&hdc);
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! w, f+ O( Y: M$ U2 L. c0 q HDC bit_dc=CreateCompatibleDC(hdc);
, V7 p u3 _ c7 q8 |
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" _+ 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
}
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& 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
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return surf;
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; }8 j) ]; r1 U$ W1 K
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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
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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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