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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 1 d$ I6 o) X9 e% c v) K, L #include // DirectDraw所使用的头文件; & L8 [, T! `" @& Q5 F) ~#define MAP_X 640 T) `8 R: }. j( m. q #define MAP_Y 48 ) `8 P4 V7 s6 j! e2 b3 ]// 变量、声明函数;% ~! a, J6 W/ |) h2 e LPDIRECTDRAW lpDD; // DirectDraw对象;( W* x, E9 n' R L LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 : s n( C1 X2 N6 L5 aLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 9 ?" @$ {6 l7 n: V LPDIRECTDRAWSURFACE lpBK; //地图页面 : d% o0 D' v& t: @' o LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 & @7 b' f5 [/ v6 l6 v LPDIRECTDRAWSURFACE lplogo; //logo页面 ; k# ?3 P1 T& eLPDIRECTDRAWSURFACE lphays; //海斯 / @5 L [5 x3 V2 w# \- x* W % n9 ?3 v# l# ^& d! r$ ?( j int MAP[MAP_Y][MAP_X]={ " s4 h6 }1 `& g% j' `{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}, 4 L2 A# S$ V. y8 i9 h$ c{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}, 4 u' O5 H2 V( 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},! }, }3 r# I# R" t0 a/ 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}, ' P0 E# c2 |# f8 h7 C, `{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}, T! W9 d" p0 \" D' c; e# z3 o/ W: ?{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},' j7 { U3 u1 o c3 r3 k {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}, * C7 d4 y! p2 `. N! S$ l{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}, * }; Z+ c+ b' ^{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}, ; b, n, u2 R( L# f6 c. |! f- Y6 ~{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},: y. u! B: Y3 v6 v0 Q {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}, , H b0 c( X8 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}, / i3 \2 ^2 [7 G( J8 z d9 J* 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},: ^* B# w; d. V' 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}, 8 {3 W: X8 X8 m, B' b9 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}, 8 C$ I9 f- X' ~2 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}, - V$ t( B4 ~3 M' 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},* x8 u( K' z! H+ b. M6 [ {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 x* S+ t4 \# n6 q0 v) w' S7 S{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 r1 T) \. l! ?) w% S {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 b! ]4 _! F9 n4 @) Y5 Q' s{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},$ j% N/ ?+ u" x5 e `8 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}, 5 t% Z+ X! `8 y- b+ n* 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},( j t/ M0 M0 H s" V( ~9 O+ p- k; 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}}; % B8 [7 U8 b( T& r% U$ m/ V: }4 M + M( r* A$ m+ a+ ]/ } p; |( `$ Q+ n7 V5 U* K0 N- Z. Z int SX=0,SY=0; //地图坐标 ( d8 [7 M1 n7 F5 _/ p) J- E( t# I6 K, _7 M c int old_SX=0,old_SY=0;" v6 E" l& q3 i 7 Q1 H3 S) u% M3 w3 G7 h) _8 XRECT rect; //blt用的巨型 $ M2 @6 K6 n% y6 r4 [ int speed=10;! G) {' d7 S) A' h; t+ l. a 7 \; j7 y [8 Y! p e! L9 Atypedef struct{ 3 k0 f; `* ]" u7 m ]int x,y; //当前坐标 ; T" E9 `4 q; T) c2 B2 Eint old_x,old_y; //旧的坐标 , j- r; \- ]' |# Q( T! rint Way; //方向. n# L* Q2 u4 d ~5 N+ F$ H1 p int Stats; //状态( \& k3 B: G' f }Role; + A& s9 l, p6 O1 j! B( f3 k) R , g: F, B! e; k7 b# C* VRole Hero={1,+ s/ v. p& i' u6 F& t7 g, M 1, : \: M2 y: U# F! R$ _# Q( D 0,4 M" J: _. _3 [* ~2 T9 D7 p' W+ } 0, 2 x3 S8 h% Q4 ]5 ^$ k# c/ c9 k 0}; ! h. G: L$ R7 c! G$ }$ h) M( I( M8 A& n+ H8 y0 s, a ( @; @. B, g/ X" }3 i 7 b2 U2 q) k/ E ^# i - \) P& \3 L8 w- H! U5 n+ @0 M3 ^4 w5 J# o+ O4 U //函数声明列表( G% J7 t9 \( [( I + P$ c/ r2 T8 `9 I7 W$ ]( l3 dRECT GetRect(int x1,int y1,int x2,int y2);5 R" P8 B7 U1 k- ? void MainLoop(); + G8 g/ O# ]1 u; Wvoid Gamehead(); $ c# N2 B' s, dvoid BackGround(); ' F9 m; K; G) ~9 f0 GLPDIRECTDRAWSURFACE bitmap_surface(char* file_name);8 p+ G) h/ ]" M5 c DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);+ C2 m8 f9 L6 H7 a1 F: k( ]9 F HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);" s" T; y- C& o' q$ B: ]) [4 [ LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);$ F0 m$ ]1 L2 V- e5 G void Delay(long time); //时间函数 % P; a3 ]2 c, ^& e7 {4 y BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; 4 k' W. h2 n9 w) u3 VBOOL InitDDraw(void); // 初始化DirectDraw并且打印字 # {2 \; m0 j( H; x. Q1 V2 \* H# j4 |#define SafeRelease(x) if (x) { x->Release(); x=NULL; } |' t2 v A+ |; K7 M void Cleanup(void); // 卸载DirectDraw函数;/ Z# {. O/ A+ m( w- o % A+ t6 k ^0 ]5 F1 A( z# b 9 K. C; h/ b# r ) s# U* }$ T+ ~8 e8 y! YBOOL InitWindow(HINSTANCE hInstance, int nCmdShow) 6 p6 ^! x4 A& |; p{1 ^4 _2 ^% a3 G. m4 H HWND hwnd; // 窗口句柄; # n8 v) l1 \' Y" p; b WNDCLASS wcex; // 窗口类结构;6 J7 c$ w5 \, n8 ?# m ! `# A4 T3 ~; _& S, q0 K5 }5 B // 设置窗口类结构; 3 t0 D4 l: ^+ |' C. u4 c; t/ P wcex.style=0; // 风格; 4 E% _3 c! @9 G3 O+ D wcex.lpfnWndProc=WinProc; // 窗口处理程序;! J! U; K9 W& ^ wcex.cbClsExtra=0; // 扩充风格; ) U( z: T3 w9 I0 O% h( E% T wcex.cbWndExtra=0; // 扩充程序; / e- ]5 `# {7 A3 O' V- a3 ] wcex.hInstance=hInstance; // 应用程序hInstance句柄; 0 h" b1 B$ }- ? wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; ( Q: ]0 T4 }0 X3 J wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; , d( Y6 E9 U) {8 Q1 m- K* \$ D wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景; 0 |( u8 S; y- Q3 u wcex.lpszMenuName=NULL; // 窗口目录; ' l$ J# W3 b+ K, S+ r9 m4 L wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名. H* w4 R% ^% d // 注册窗口类; 3 i3 e+ I8 b j* {9 j' G: D RegisterClass(&wcex);1 _6 c0 O1 G$ m2 p" S. P- c // 创建主窗口;7 Z* T# K4 ~* ] hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,) Z5 Z2 Q' X! a$ Z1 e; {* |# T9 ~0 T 0,0,GetSystemMetrics(SM_CXSCREEN),* Z! |0 M. m. T GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL); 0 L$ I0 x0 n* H( q if(!hwnd) return FALSE; & d% {! Q z; |1 S0 h9 j' q8 P ShowWindow(hwnd,nCmdShow); // 显示窗口; $ X% }/ k. ]) f& ]3 N- b; u7 t UpdateWindow(hwnd); // 更新窗口; ! A- d, l. \$ k0 `1 A 3 O$ M5 }/ ~# }; Q" A- R SetTimer(hwnd,1,30,NULL); ! e Y; t+ u+ D1 x6 W9 m 1 U P$ i. N% K4 D! B+ v1 z return TRUE; 9 Y. Y% I" q2 K3 ~} 1 G# C, U% O6 `: T5 d! j- E( t. ?' |% H! Z; B t9 m LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)+ [' W6 {1 Y: a { : F0 ?9 z" |4 T8 |$ G( K' b& F) t switch(message) ) C. P* n L% r% t, l: P {4 w$ u i* n) b3 o case WM_TIMER:- ?& \% O) @* w+ L8 T* |7 z lpDDSPrimary->Flip( NULL, 0 ); 7 w9 t/ H5 {# y, M& e1 f* N break;; f+ W0 b! Z' P 3 O" `$ Q8 K% R7 U [( |) M2 P* B case WM_KEYDOWN: // 如果击键;' w+ s% y' y. h: }, L switch(wParam) ( q1 G/ g6 ]/ I8 [5 X: s0 Z3 [ {2 N) x# h# m* u* Q5 O, `' { case VK_UP:+ O) H4 H; X$ M5 \ Hero.Way=3; 5 B: r$ W/ i" W3 f3 M if (SY<=0 && Hero.y<=240) //往上走 Y/ X# ?( S1 @- {5 a8 C$ g { 4 u! F3 S& v+ j0 p! z$ e) k9 w SY=old_SY; g' C* s0 c! G1 h8 ?6 g Hero.y-=speed;; ?% o. t7 V8 F$ i. q } ' g* I) \+ F w( J else if(SY>=MAP_Y-48 && Hero.y>=240)5 p% G6 l+ e. ]* f1 l) I {% ?# Z. P7 I5 {% |" j1 D SY=old_SY;- o+ b G4 D2 D* o+ z) ?0 n6 D Hero.y-=speed;+ E2 ~3 y; u/ j# S6 @/ Q }1 B# f5 O# W' P% F7 G1 \) o- ~ else SY--; - I2 n3 o ~- E7 H' e % c: {& v2 c- Q4 V break;/ D% ]0 d5 y3 Y; y: @ 7 u: N8 r' J2 Q( E; E case VK_DOWN:, ~" f: g/ r6 x! { o Hero.Way=0;+ q: y! P- E- L if (SY>MAP_Y-48 && Hero.y>=240) //往下走 ' n' r4 L. N4 Z/ p. _ {' Q2 x0 _- X& U SY=old_SY;! i+ f2 b E4 S: Q4 }; W7 ^) ? Hero.y+=speed; 0 O( i& B) X e: ~! B0 ? } N) d7 n$ D5 B; p# m$ E$ C else if (SY<=0 && Hero.y<=240) 9 J Z* A5 F1 [ { + L! K8 d& q' }+ `8 H8 I( [3 ` SY=old_SY; . d+ P4 i: ]5 `$ \2 M Hero.y+=speed; / x' ]) P7 {, |5 w$ c } ! U3 y- j4 W; C8 E/ [2 L1 d E else SY++;! V* K) k1 H- R. }7 j, N" `% s* W + I4 j! r2 n5 A9 J break; 2 A x! b* }2 z; g4 d9 L# m ) x/ W7 i: |- e+ c: U' l( h case VK_LEFT:2 o5 V( W5 }, `0 j6 {' |3 ~( L8 q5 n Hero.Way=1;% C( i$ ^1 n4 O5 m8 I! l if (SX<=0 && Hero.x<=320) //往左边走: s: F" ?, Q5 d5 g! m6 u) x {5 [. P7 k) A$ J9 u# I) z M SX=old_SX;) s$ m0 k2 X$ g Hero.x-=speed; ' q6 B% }' {0 D" L: u1 F5 m }- e7 w! A" @2 U" B5 P else if (SX>=MAP_X-32 && Hero.x>=320) 2 J! ^& |% j& X. X { 2 U% X3 J3 G0 e4 c SX=old_SX; 0 ]( r7 J. w# C; s Hero.x-=speed; : x8 n7 S& Z4 B$ g } : z$ r2 Z- f. G* g8 J- i else SX--;) x1 }. }3 z! L# ? & r, }/ J% c* e+ o/ g6 R+ k, ? break; w4 J$ ?6 I7 @3 n- J7 s * q$ M; C8 C8 S! ] ' N6 D& T9 h# S- m case VK_RIGHT:2 Q$ ]1 P! i: K1 D Hero.Way=2; % y Z3 ?: C7 } if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 : @3 J! p @. p a( o {( C- Y6 S Q% [& o$ b4 N SX=old_SX; * K9 y W$ |9 g( M8 C! w+ _$ \ Hero.x+=speed; , R+ p' l8 W9 \! q% @ } 9 P; X, d( ^6 L3 K5 P# f else if (SX<=0 && Hero.x<=320) & n# z7 U/ C1 U6 C. Q$ R# x {6 H: A3 T* L3 o7 a SX=old_SX;. X% i, k3 O0 i5 {! y" H2 A; V. L Hero.x+=speed; 8 R# h/ M2 L w$ X& E% E }3 K/ S7 ]2 T7 Z: \6 g) K else SX++; * j6 t' B8 {4 K- p# h ! [7 j7 N5 j+ a Z9 u+ `& c break; % c! j: n8 U' q. S5 t) x } 3 K; `, A5 l8 N; Q8 f' W ' h) v0 j% ~3 t. F+ ]8 D7 g0 V - M4 X8 I! Z' n, u; d Hero.Stats++;4 D+ M3 \$ o; b. Z( \6 W- L if( Hero.Stats>=3 ) Hero.Stats=0;' K; {+ i& ^6 D ; n3 P' J0 A4 d1 M break;7 A4 b' {5 F4 D2 \ ! v B, G M5 P: C4 `9 g% H0 E case WM_DESTROY: // 退出消息循环;+ K- B1 m3 [. w( y" B- O Cleanup();0 A# Y" |/ |' x$ K& {; u PostQuitMessage(0);* @1 Y1 ~3 d5 W, A# E4 B break;+ r- p! m x0 p$ k } ! K5 T3 L- G& q) C+ P+ f- t // 调用缺省消息处理过程;. X7 k. B* v3 ?$ [1 K0 ^$ @ return DefWindowProc(hWnd,message,wParam,lParam); s' Y/ n8 @4 V }+ x1 s/ p' l4 [2 h1 X/ d9 `) g : ^$ I0 X7 B% f" d // 本程序的最核心内容,即DirectDraw的基本功能与用法; ' ^' M( C- C h# S2 e. i; cBOOL InitDDraw(void) " k) o! O. q. K{ % ]$ D& J' M W- A2 b DDSURFACEDESC ddsd; ; s: A1 w! A& |4 Z- K. @/ p, K HDC hdc; & D$ b( b2 q3 r: G DDSCAPS ddscaps; " J6 e# X" {( ?6 Q: w. Z' u% r // 创建DirectDraw对象; 8 x7 @& ]8 z5 i1 Z0 P# Z* Q if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;$ h6 @' j/ W8 I+ H/ R' G // 设置为全屏模式; 3 `6 P( M! }# K9 ~2 a P if (lpDD->SetCooperativeLevel(GetActiveWindow(),8 t: x, B/ H4 c( L$ f DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) 3 W0 |% Q9 v w' d X return FALSE;% L, h+ P0 K! `4 I5 N6 |. v // 设置显示模式; * r1 b$ B3 i2 |5 V/ [3 B if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;% \" d$ x) y. e0 I5 H! _/ W# f6 T+ a // 设置主页面信息; 2 h! [( q& E" X2 G$ w& T5 I* O1 Z ddsd.dwSize=sizeof(ddsd); # ?" R) K* ^" `2 ?' ^' y# t ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ! S& ?( c1 J! C! `# E ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |- h2 M' L2 ]/ | d) } DDSCAPS_FLIP |8 N& Y( C# v8 F' F$ R# | DDSCAPS_COMPLEX;/ C2 k7 `- A+ Y( R; k2 N- s . e: S3 O: c* p# H9 M% E9 K/ w L# i ddsd.dwBackBufferCount = 1; " R: e, Q% g' y6 {: ? P % u0 r6 u% m. m: E6 o: f // 创建一个表面,类似开辟一块屏幕大小的显示内存;6 N$ x1 [( |! @5 s. x0 F2 } r if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) + N6 t6 M( ^9 m* [4 v9 o MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); U& k W2 O* Y2 u2 [ 9 Y- S& o2 |! x ddscaps.dwCaps = DDSCAPS_BACKBUFFER;! l" s2 @! E+ j6 h) P6 X1 [6 ? n if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) : @& u9 \0 Y% u2 L+ r' a+ M) P MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); : t! w6 I: k& J2 d $ j S) i7 L+ U! F7 k; E* | lpBK = bitmap_surface("map1.bmp");3 i; h; G$ I7 U1 Z# f lplogo = bitmap_surface("logo.bmp");7 T: y7 G. Y. g7 H; r lphays = bitmap_surface("hays.bmp");( [! O/ G+ S# p- P% ]6 h. v9 t% r lpPlayer = bitmap_surface("PLAYER.bmp"); 0 m# n* b* c4 V! y' p DDSetColorKey(lpPlayer,RGB(255,238,187));$ p# x+ }+ \0 h5 W, w8 D 8 v: s7 y# i' m% I0 {4 ~/ { return TRUE; * i! d; c% E: x1 F7 n: J/ E2 @}* I/ L+ W5 B* l4 E' O# `2 k U1 O6 }9 Y* dvoid Cleanup(void)( ]# K) K7 G n/ a1 a8 H% { { 8 h( _8 \- ]8 W4 q; u T6 i$ n$ x" k7 [3 G SafeRelease(lpBK); ; b6 B5 ?( c9 t* v SafeRelease(lpPlayer); 2 G ^2 E( ?( s, X6 G! d# J1 w8 U SafeRelease(lpPlayer); 7 {" T: s8 W; K. r( A2 K0 V SafeRelease(lpDDSBack);( U) J2 x/ ^1 w$ t5 j) w, @# W SafeRelease(lpDD);2 ?$ Y' I% V& Q$ x2 B6 t2 P SafeRelease(lplogo); ) a' |+ L+ u' r5 q; W, C & ]# Y( L5 l; s0 ~3 [}# O2 ?1 |' N1 {* `% l: R 3 ?4 J4 D$ [; C% h# a // Windows的主工作函数,类似Dos下Turbo C编程的main();9 D1 t: W! A% z% Z7 W int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,% [1 V' D, G0 J& B: }+ ]" Y LPSTR lpCmdLine,int nCmdShow) }/ H; m/ Y) K9 }* J. w; X& `{) v# t; o4 E+ S5 T' [ MSG msg; ! ]+ U1 r& D7 _( ]% @) Y" C. r$ b 2 v3 E0 x: U- ?( h // 初始化主窗口;1 R3 b" e5 g' U" _% O' ] if (!InitWindow(hInstance,nCmdShow)) return FALSE;6 R3 c7 T0 t# u4 m9 h' | S / N) |% |0 D2 m8 w$ `% J // 初始化DirectDraw环境,并实现DirectDraw功能;4 b- p( f0 z4 v1 e$ K2 g; Q if (!InitDDraw()) & i8 x: `) b9 r' S8 W% H5 h { 2 t K% M3 i7 O MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",6 I$ A* y0 v7 |* H5 w5 z "Error",MB_OK);& |4 _% a0 I" n3 R( K+ }* F/ d5 l3 \ void Cleanup(); ( o* T$ d+ c& g DestroyWindow(GetActiveWindow());, g: S& {- ^1 x6 [% B" d, H" T$ }6 M return FALSE; ) @5 B4 g3 p: M" W( y. l1 H% o }! ?! R4 P4 i5 t Gamehead();# f0 D; `' _' h- d) _. y: _3 z ! Q/ {& } g) i0 m/ G' Z // 进入消息循环;5 x8 J/ E- E# _0 y T; k; A: l$ J6 @ while(1)" Y! j" Y* l8 @ {8 \7 K" Q Y. f% P. _% P+ ?; R! A if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))# L. X. V$ [+ |! l { K6 @, ^7 A( }; `" i, E: o if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;4 F5 s+ q# E; p2 b0 V% [! |2 I TranslateMessage(&msg); . c$ ~5 s n; b8 m! ~( F DispatchMessage(&msg); ; ]* v! o; A- r1 D) F# T }/ \- V0 L) a5 Z9 u( T8 z else 2 N8 r. b. X5 P: h6 z$ P MainLoop();" r) E# }9 S+ S } , h! e2 a" P$ S7 c1 ~$ n return msg.wParam;/ r0 k4 k- w/ \ } , k( P u/ H: f$ ~ 8 ] l- J2 r2 G2 Q# V2 [2 N ?) z) B$ _ //游戏需要用到的函数 ' |* L( f3 t) i2 [* V( E6 Z0 w% _) o- @/ y: e/ A& w + r. P1 j/ I, L7 n % k. y- c; l4 ?6 Q( Y void Gamehead() d% Z* y$ b: V( r# d5 n {! Q {" Z' t2 \# p RECT rect1={0,0,178,145}; $ Y9 M( Z' J' `5 ]; o8 @2 k3 Y, a int x=80,y=100;9 P, s% Q E! _ X1 z int i; + K) N# A3 X! e' k ' \2 _- A4 O3 H lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); - e$ v2 I, J7 _5 H- H# ?& X! e . l, M6 o' m, ] s. ^( u2 k for (i=0;i<6;i++) * R3 ]7 W* ^* K$ _1 z { * c3 K! | M$ p6 y. C. N$ J rect1=GetRect(i*65,0,i*65+65,202);$ y+ ?; M& ~) U$ I lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY); . z/ D8 N0 V/ N; W, [% i Delay(500);. x0 f( N& I5 ~: ^ } + v: v9 H! U! U/ { ; h! z( d3 Q! l. ~% X5 Y4 r Delay(3000);. m$ q( m7 e+ t" q6 l3 ]4 h } 9 ?( d, y4 |5 ? & N! I6 s/ Q1 ?* G void BackGround() //画地图 ( S# x/ r" A* U% X- j3 w {, Z0 m7 F1 u2 T* _- N int i,j; ! c8 `# [5 o s# O for (i=SY;i% e+ \& s9 v/ m for (j=SX;j/ a( h' c% w4 k& }* T- @! S" u if (MAP[j]==1) - \& U; }! O) O2 ~ o* Y {/ ~: F- v% H1 Y1 x/ V rect=GetRect(0,0,32,32); 0 p& y) G' e' N0 @* d6 | lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);: \- w/ d9 ^# g+ h } + y0 A) B* F* \( j4 H else 8 k& A" Q& H; B* A; f { ) P/ g9 i. @( J2 O rect=GetRect(0,32,32,64);& b$ {$ h* Q6 K% p6 z5 r lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); / S/ Y0 E) H. \9 k: W$ P. D }: r0 M ~0 I8 N: } } 9 I! a7 \* T" J* |" Q 4 ^" \/ d B* [8 \+ e$ N4 ^RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 0 E& W$ F5 J# i- }. E{ ) q6 }+ z! ^, d, u" M RECT TempRect={x1,y1,x2,y2}; 1 @) s/ ], e: [ S) |% ~9 I" ]: z return TempRect; 9 p/ q$ F# W" }}- \& h5 y- A. N' L4 s, P' | / |3 y; S6 Z" ]% T8 Avoid MainLoop() //游戏循环 2 W- J( `/ L1 L& e0 n) a0 p{- l8 N- R, N: S5 q% z$ w4 a BackGround();& e$ U8 k% t7 z: y# v; c RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};2 z2 P/ g$ P4 m+ R lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);" e9 X4 h0 R3 d$ s4 ?2 H6 C t/ Y/ q& G5 [5 X1 A+ U. Z if( Hero.x<0 ) Hero.x=0; ) o" g$ G- C, V* y. W5 { if( Hero.x>640-32 ) Hero.x=640-32;( H, I6 O/ r+ e4 s if( Hero.y<0 ) Hero.y=0;/ b5 j1 h6 f8 T& z/ V" y6 G: ^ if( Hero.y>480-48 ) Hero.y=480-48; . p8 ~8 U7 y, K/ H& m! {7 i * k+ E1 F- p8 B4 c l Hero.old_x=Hero.x; / a! n- w! C) Q1 a* k Hero.old_y=Hero.y;5 m3 Y5 [5 e" y* r( K( n old_SX = SX; old_SY = SY; ' V {& {& } v' T} ! S N7 g7 H3 T J" u$ s 1 O d; _: W f( h( t5 P, I+ s# P " N! E) B5 k E4 a0 z9 ]" avoid Delay(long time) //时间函数 3 E J, o1 B; w0 o( V{ / c% x5 P' n" D static long old_clock, new_clock; //延时变量7 E0 W9 k$ X% J) ? _ new_clock=old_clock=GetTickCount(); 7 O" |( q3 q9 G! k2 V; @* H9 J) T while( new_clock < old_clock + time ) & A$ u% e0 c- P c4 P6 c { / I7 j1 q, c' R1 t new_clock=GetTickCount();& C' b+ |: @5 q: o* m! M }4 i+ Z/ k) i6 m0 M. `% l" U. r" M } & g* h8 d. h7 i \5 S8 h; o5 X% ^( h0 d) O. B c2 a 3 d( F- ]: I, H4 v/ G5 \* ]1 G 4 a8 M. O- B/ D( J; M6 [( E, M) m + T6 F" \: b% \4 ?3 ]1 J; }! j3 X//下面是dx相关的函数 : ^) D- f' {. [, z, K$ A/ F/ {LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 1 i1 j: g) z* B0 g+ Q: T{/ N% ^7 H, E0 P1 h/ c7 D8 W HDC hdc; 8 K/ L( {/ z9 @2 w1 _3 I, t& Q HBITMAP bit;! Z* d) B2 ^! a3 H LPDIRECTDRAWSURFACE surf; H. H+ G2 h/ \0 U0 ^2 |, i9 p9 @/ D8 l 4 e: C3 L7 Q" i" l4 D! N7 k0 ` D7 b4 t; x( e' x9 d bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,& d1 L- Z- K8 \1 t LR_DEFAULTSIZE|LR_LOADFROMFILE); d S/ F2 f9 B& Q if (!bit) 7 N( f7 e- o6 h; k* z1 v% i5 W$ q' v7 F# _" F6 [ + t, g0 K% |) g % C5 b4 u% w' e% O return NULL;. i/ F6 R z' N/ \" } 8 J# l% `. T- N& N2 u5 U8 A9 `: f( }) R& T' H- @* k- S ; J* Y% x0 m+ [; K8 D3 }, n BITMAP bitmap; 5 r" y" `/ \4 k& T6 _$ A0 b GetObject( bit, sizeof(BITMAP), &bitmap );. @7 I/ x! \" [ int surf_width=bitmap.bmWidth;& B& P1 X$ s2 G1 x int surf_height=bitmap.bmHeight; + A" Z+ F+ V" i. ] ( h+ L+ J) s4 ^ 3 n' r9 U' i! g4 o9 } / |! B0 p6 y+ ]$ ^( x HRESULT ddrval; 3 g2 k5 v' q3 j+ {3 }( k. H2 e1 V DDSURFACEDESC ddsd; 3 c f Z2 X b6 Q% ^1 L ZeroMemory(&ddsd,sizeof(ddsd));5 n" j. p0 A# u Z8 f ddsd.dwSize = sizeof(ddsd); + p" H# c) X- Z ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;, U1 X x, k5 d9 F. } ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; % U b4 i' T% I; N ddsd.dwWidth = surf_width; 9 ?+ ]) P3 S! q: L$ e$ U8 k ddsd.dwHeight = surf_height; ' i; o4 }; X( M. F: S: u 5 [# O4 x; R! C: v1 D( w ! R% W" `, L) z4 Q+ P0 o' e! L; j! u0 e$ r ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);5 d( q+ J* d4 `- U$ ]7 t 7 b# [: O( Y) o. ?5 C2 L- a6 |0 ?) Y. a- K# T% N- \' @! g6 r if (ddrval!=DD_OK) {8 ?* w) r$ @ `, d! X& z 5 w y9 c" j- T' @* ?6 Z. g: f- v- I% D: o% n DeleteObject(bit);& ^4 C# @; G9 I return NULL; r, ]6 V+ i5 F+ Z. G7 N9 j& E3 j& t2 M- p6 { } else { ) G! G/ `! \( N o: h- g ' O- T: g/ X) k 2 n4 Y* W7 L! `7 V# D surf->GetDC(&hdc); 3 T S; J; t) z. [# D( w; f! t# ^% U ) p5 _7 w8 U8 d$ B0 g5 T. w! { / D2 V' {! x) G4 m. [* [ HDC bit_dc=CreateCompatibleDC(hdc); " f E: I- N( e0 g9 d9 X. d- K4 [3 j9 `" A# U 1 V& j* v/ T: z SelectObject(bit_dc,bit); 7 G! H5 Y- J9 R$ B1 V BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); $ X/ w. `+ s0 _0 Y9 [) F" c2 d F5 g5 z: @5 Y3 b. K, z/ v5 ^6 K , _0 C+ C4 C0 ^) C, x surf->ReleaseDC(hdc);9 _( A K8 r/ m0 [ DeleteDC(bit_dc); - H+ p* |* t% Y1 ] } } : d( S, ^) l5 p5 w, ~ `" S5 F0 l" O; N! `- i2 [3 }( i6 }: L1 n2 Z- } % ~9 q4 M5 @# g% Q! t! M8 x7 r DeleteObject(bit);, j) e) r9 J6 U- i; b9 {1 U , C0 Y2 R- g' K D# r, d 6 n" J( u, `2 l5 I& g return surf; . y) \1 q2 s- j1 v} $ }4 S- a- [( @3 m% G8 d% k+ \% |" D' R6 G 1 S2 }, i' T3 E% Z % d5 p5 @* Q* ^2 ~8 x8 F% L5 KDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 ' t; `% f: L) i" \1 y9 F' \# G+ p- w { ) |$ k X! v8 \/ y. K COLORREF rgbT; $ M7 h6 r& ]0 l/ K: B+ c HDC hdc; 8 C, o o$ W: X: V3 s2 e DWORD dw = CLR_INVALID; : {6 s- p) l' u* d& K DDSURFACEDESC ddsd;# }" U! h* ]3 L# u HRESULT hres; Q# w6 t, Y0 u1 _& l $ h1 J c* c* d+ ?6 i' `+ V0 c //" |) T" L* @1 o; H8 N |5 u // use GDI SetPixel to color match for us $ w$ q) ?! G2 ^: t/ w4 G8 \ //$ V( l4 g2 E( g; a& s8 k% V if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) ) [& r* V+ j( p1 J0 a {9 E* y% M2 l4 h rgbT = GetPixel(hdc, 0, 0); // save current pixel value ' Z8 N% P) g' {! Q SetPixel(hdc, 0, 0, rgb); // set our value9 T I2 e$ y4 S" p& ]* C pdds->ReleaseDC(hdc); 6 D, K3 |1 [- A+ {+ U0 c3 _ } 1 e. U' T0 k N+ n$ Y 0 ~: a; H: |( `: n //( `4 t7 d6 W8 r, S // now lock the surface so we can read back the converted color ) V# [, l7 G) [1 j v) ?! u0 t // 3 s; e) O+ \( ^ A ddsd.dwSize = sizeof(ddsd);) P! z* K+ h- k+ f! M while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)7 ~2 x* K* @( l7 V* G, ^- t ; ! F% R; \$ F& S: g: u q) Q: |$ G. S3 E% p& X; O2 ?# |8 {4 ~* k if (hres == DD_OK)# y% o A# q+ S# d' q8 x( N6 R { " f+ S# ^& e. \9 R: b: G( _6 q0 p$ s& D dw = *(DWORD *)ddsd.lpSurface; // get DWORD 5 g, n4 p @& A; {3 ? dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp I8 I$ e& [: @! B. L9 z pdds->Unlock(NULL); 7 Z0 C4 g7 _: @4 |7 n% @5 } } $ D) d* ~4 T" C# @, X+ H+ _2 g5 q8 ^+ s // 6 y% q% A7 b% T; q: j/ ^- y // now put the color that was there back. 2 Q2 ^9 H: \) s: T" L1 I* a // T0 a1 D; i7 T4 r if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)* K- @4 c9 Q6 {# r) J { 1 `) a. o% s* Z' x# u4 Y; g SetPixel(hdc, 0, 0, rgbT);' ? [, D/ j, P' g" U) i) S pdds->ReleaseDC(hdc); % `/ u$ ]% e9 Y9 K* k }; G2 Z# X( V) {4 ]% ~% X2 G( z " I* N" Q) ]/ | l, Y return dw;1 i; W$ R. J& @5 o/ k0 ~ }5 L* K. f+ {& N( G' H ; p5 a! ^* z; r3 E5 t$ c- y! u/*9 s$ G; Z7 t* M8 M8 L * DDSetColorKey% ^: l/ b2 q5 | * + M+ ]0 r6 r1 `% s7 L4 W$ T4 v * set a color key for a surface, given a RGB. - {; _( S; i; ]" x7 F; ] * if you pass CLR_INVALID as the color key, the pixel ' e. c, G1 X5 w# _8 ^ * in the upper-left corner will be used. ( J, U/ l1 _5 @5 ?! ? */ ( A) @- \; f% n& F+ MHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 8 w. W/ o# b; y ^$ H{- h0 e6 s4 }" j( X- s3 z DDCOLORKEY ddck; 9 m% w$ i* y/ a* b) k3 _# Y4 M ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb); " S9 ], g2 @3 z6 C9 W. A ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;' T, j- V. I( {2 W# V8 G return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); 9 s0 W" G: T9 `2 d4 r. `* f- d+ Q! F}4 \. [+ s/ U2 H4 e v+ H* H2 M; t5 d : a+ D; F8 {/ c1 \# I2 g) F( n% b V 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!5 O+ g: n, k' M% [% l5 y3 }0 W 游戏下载地址 hays2002.51.net/game1.rar5 g/ I' S+ b2 I3 x3 I7 w+ \
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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?
    0 |0 d  _/ F% o$ C- J% T" {
    ! g' r% q  G8 R3 ]# _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。: Z! {, F$ {7 [1 F
    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:
    4 l  C# `* c& o: p, R绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    * k6 f( f9 W4 U1 e9 n
    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+ P# z; f- S/ z

    " g# O; ~9 N# s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:
      M( O1 H. o  R) e绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    ; {1 j0 K/ @; \& R9 ?% t8 N+ d
    void 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。
    ' a3 T( f' W" Y" Z( t9 t1 P& |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。
    + f( O% i. f) L! \. n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。
    * s$ |" E. w. R2 O  T: P* M' X6 G, s7 F. |

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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
    1 b5 {, d9 w6 }. b另外好像是用mfc还是什么的,mfc总是把我盟在雇里6 }# ?5 u7 Z* ]9 P
    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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