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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 . H/ X; H$ x9 i9 l+ J! Q #include // DirectDraw所使用的头文件;& \% y! s$ L3 n% X! r& u0 i% [ #define MAP_X 649 y, @9 i) X( h; s1 a #define MAP_Y 48' s5 H! V1 `- b // 变量、声明函数;6 v5 f9 p9 q2 O2 e# `- W LPDIRECTDRAW lpDD; // DirectDraw对象;+ |9 _3 W# C% r s a& o7 |( [ LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 * C) \/ X+ h+ [+ T/ a B9 _LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 : i0 V) Z C5 ]6 K3 q2 V7 d0 GLPDIRECTDRAWSURFACE lpBK; //地图页面 6 o2 B. o! K/ q5 g* t" |7 ^ LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 - Z& G' W7 I2 J5 Q! ^% J+ X LPDIRECTDRAWSURFACE lplogo; //logo页面 ) ~ ^6 d2 U2 V" w9 n0 f LPDIRECTDRAWSURFACE lphays; //海斯 , n# F* h5 R9 M3 Z! K4 a1 X! l6 _7 w t7 Y( `* o! F! F% ^9 Bint MAP[MAP_Y][MAP_X]={* g1 c" H1 [, n4 j- l8 j8 ^0 _ g {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, ( g4 k7 H, H" x v {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},, J/ \& `9 u/ p2 T: v {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 \$ P5 d; V1 r- p{1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},/ `/ f1 C- U' u, 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 X2 a" W8 H: k0 ?2 g( L {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}, e0 t0 [/ j; e) f {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}, ; q3 ^& }1 u. Y* M* h& _( z, 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},% Z% f9 U+ ^# D {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},/ B0 ?5 y6 @, _1 {# Y {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},+ |. d. U7 N. Z2 \2 _ {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 [- F+ N0 R4 Q5 j: a- S" d{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},2 _6 N* d- j2 o0 y; x1 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}, 3 Y" W! F7 k7 ~( n9 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}, $ c$ L5 U5 U. V X. b/ J$ a{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, . {! E: a K2 ^, 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}, 6 g1 K. }- h) k# m{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},' U6 @7 I$ R, q) b) I. h$ 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}, 1 e* c7 k9 q# ~6 v/ {1 |1 `{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 e! G( l8 p8 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}, 3 g( Q/ Z! C3 Y+ Q% K8 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}, 6 P" C( O- i0 t; 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}," a: a) N7 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},# O4 |# V' [* x; a {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}}; ! q. y1 u4 m) y5 z7 R( S# N , u( F0 q0 B2 b3 q ]! a/ A * C! I; k. D, mint SX=0,SY=0; //地图坐标 " Y' K. Q7 K& D6 } $ }) F5 [* Q6 c: O1 C2 i- y6 \int old_SX=0,old_SY=0; ) F8 c; O6 a# i& z 3 ^( h' L$ L/ p) p; _RECT rect; //blt用的巨型 1 ~3 w+ c: i' [; Y; J( s0 yint speed=10; 9 k/ H5 @8 V/ U. ` $ @( _$ F& F4 ?1 B3 h$ g+ i1 t3 Ptypedef struct{$ W1 e$ {* b3 D+ u int x,y; //当前坐标 ) e' f ]3 I$ X4 L0 Rint old_x,old_y; //旧的坐标0 P% S, o- ]9 G" j( X0 h9 h) k4 E int Way; //方向 . ~3 F0 ]0 L e g( f/ Tint Stats; //状态 % }4 x+ P: q4 V6 h6 u6 l8 b! K, K6 J}Role;5 V3 g" h" e3 L p( [ $ D4 y1 V1 L3 QRole Hero={1, 0 ?$ q, P$ v0 l" |4 L. s 1, $ u( V( @7 Y6 V! ?9 \5 r 0,: F9 @# t+ G. M4 p* Q R 0,8 {4 S: m! K4 ?( n: t4 A, E 0}; ( {9 c; h7 L! W& C. |* k 1 w8 Q( B7 n+ D! G9 U: m7 O* Y, {- m/ R6 r" U \ ) y- J' c+ h; x 8 P# m( w6 F; p( H ) T/ x7 x! a$ b! s- d# J4 N//函数声明列表 0 u( I t' b4 y: N9 { , z) n8 y" `( a6 q5 iRECT GetRect(int x1,int y1,int x2,int y2);5 C4 k4 j% Y2 ~# S# D3 z void MainLoop(); 6 T8 t$ Y7 h& j' }1 a) ]+ vvoid Gamehead(); . Y+ p( q; W, J s( u6 G void BackGround(); - S) ~$ |2 k& u3 w' A. V- M$ Q/ r LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);, f! p# P! ?1 U DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); " }- O8 S. I5 l& [* O; DHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb); " ?- d# v+ a$ k. MLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);' B7 z- \! l; R" N void Delay(long time); //时间函数 $ n, ?3 n$ S; R+ Z BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; 8 I. @9 o7 z; R8 G5 {BOOL InitDDraw(void); // 初始化DirectDraw并且打印字9 M7 X8 U0 E; |! F: @ #define SafeRelease(x) if (x) { x->Release(); x=NULL; } - T; S* j* F2 k) Hvoid Cleanup(void); // 卸载DirectDraw函数;6 k3 E) q& ^2 e, ?0 ^ 4 E% s4 e+ Z7 v! {0 [/ X; W 6 J( G! J, t8 C3 P9 ]# I / i! Z1 |1 v! k% j' JBOOL InitWindow(HINSTANCE hInstance, int nCmdShow) 6 G) p; D+ y8 u' E! @{ & u; h) k- O: z! L7 j# h9 K& b/ E HWND hwnd; // 窗口句柄;! d9 H/ @7 a. N4 H! W WNDCLASS wcex; // 窗口类结构;" y! C; X, e- u9 S. m & A8 r P& h J4 O! ^( T9 q // 设置窗口类结构;9 g! X: ^$ S$ o5 {! K$ q. U) } wcex.style=0; // 风格; 7 f* v H) P% `; [6 U [8 z wcex.lpfnWndProc=WinProc; // 窗口处理程序;* S! X1 C2 d* {- }6 a+ { K wcex.cbClsExtra=0; // 扩充风格;9 k$ l* d% E Y wcex.cbWndExtra=0; // 扩充程序; 6 k- R/ R4 Y, v# B1 C wcex.hInstance=hInstance; // 应用程序hInstance句柄;. w0 q0 h( U( c: F9 L, } wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;! F) r9 l) A, x wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;3 F: N* q! J5 R. [0 }. ?1 b wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;; Q9 t& Z1 ~% g& U* V8 ? wcex.lpszMenuName=NULL; // 窗口目录; 7 u9 S7 q' C) J8 } wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 ! ]3 }: @7 ?/ u/ m6 r // 注册窗口类; $ v6 J, f5 \& I# j5 K/ J RegisterClass(&wcex);& Q7 I+ j5 f H9 Q- r // 创建主窗口;1 v& A; B4 s# p7 B( f hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, . R% z/ f4 H2 Y8 \( @. S 0,0,GetSystemMetrics(SM_CXSCREEN),7 [0 l T" X# Z! c5 |( A& R+ T9 ^9 P GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL); + S u( G6 ]0 q3 u# L8 p, a if(!hwnd) return FALSE;; A3 v+ Y) [# f9 F* I ShowWindow(hwnd,nCmdShow); // 显示窗口; 1 H" v7 x( I3 X5 B z& Q6 z; l UpdateWindow(hwnd); // 更新窗口; ( c- S& Z, A1 R3 ]8 K6 G b$ O! G ) {( ]( b) V& c2 k SetTimer(hwnd,1,30,NULL); * V! q- ?* a0 H. z8 @ ! [: z! R5 V5 F( o n& g return TRUE; 7 C. d1 |6 C l' W% c}& q+ c( B4 r3 S 7 O# H0 w" O) @; P) oLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) " r- E. e% {; T1 G& [2 Y! {! F! m{4 u d7 i& w+ _ switch(message). Z' z3 k; s( k8 o6 E1 b { 3 c$ G, j$ }6 Y6 A case WM_TIMER:% _1 ^5 y( t% e d# {6 k lpDDSPrimary->Flip( NULL, 0 ); c- h& y( H9 W8 b, L, U break; ( r1 E9 d9 }9 k8 x" T ( X9 n% B. g! i Y* O( s case WM_KEYDOWN: // 如果击键;2 u( \ T7 g* K switch(wParam)& Q0 q2 V1 F* e; p$ o0 e" I" T, j) h9 J6 n { ; y" u" H8 x- v% s: X! [% Z case VK_UP: # ~9 Y2 N, U& _+ H: q& @; m Hero.Way=3;6 f4 V# L& {$ D) g f( Y5 d if (SY<=0 && Hero.y<=240) //往上走 - m) b7 G6 `0 Q/ a% v9 h( R {' _+ D i0 |! c& @7 I$ J" _ SY=old_SY;2 c$ m( |4 Z: h" f# E Hero.y-=speed;6 c+ D; C1 w2 K3 F" ^ }! T! m c6 z1 Z! a5 }. F) u else if(SY>=MAP_Y-48 && Hero.y>=240). B/ I% C# M6 E1 U6 }, D0 c s1 s { ) ]0 S7 m) _$ | SY=old_SY; ( ~! `1 I! X8 V; H# @3 w Hero.y-=speed;# M! H4 h% |/ |: d4 h }5 L5 N' r3 o. z1 o else SY--; 5 b) l$ ` z3 r, z( ? J ; s& B8 M. k) k/ K& u2 ` break;1 @2 d0 V: ]5 S# B0 Q) M 2 [: ]- p+ k: u' l case VK_DOWN:1 z# b! X& N5 Q Hero.Way=0; " m a1 e- B* e- P, K if (SY>MAP_Y-48 && Hero.y>=240) //往下走 " [9 m: c3 _4 U. ]3 P: A+ m {. G9 h5 b, a" C0 H( { SY=old_SY; 9 W; i% B7 H2 H( @ Hero.y+=speed;7 V6 l! E- Q4 v0 h } / j& [( [* W3 o Q6 \ else if (SY<=0 && Hero.y<=240) . s7 v' d4 N) M4 U; ] {3 g6 B% }/ Y% E& `; i SY=old_SY;7 Q2 r, I9 P& m- w) Z$ T Hero.y+=speed;2 P8 f3 [% z5 Z- u( x }: A! D. r2 B7 N% J. f) p# d else SY++; 6 i7 w; N; ]! f* |* z) H / e8 A) N5 Z; S! F. v9 A0 ?/ R break; & u" c' C% h c8 D, |& b , d5 w k7 f* |" e case VK_LEFT: 4 L9 J' i L' g Hero.Way=1;" C- ~8 v& N4 w& P2 K5 m$ U if (SX<=0 && Hero.x<=320) //往左边走 : W& F m9 C0 ]4 {7 O { , R5 @6 S+ A( C7 {0 x. i- \, | SX=old_SX;% a( A. O* d! b8 m6 Z Hero.x-=speed; + {) ~; h, g8 q+ `8 w, a }; I/ _' z* ?+ L; K# `* X5 B7 u D# l else if (SX>=MAP_X-32 && Hero.x>=320) " E0 l8 K. `% |7 {* j; ? X7 |. C { ( f8 e( c. X, n9 f* r- k SX=old_SX; 6 V3 g3 h/ @& l2 U% h% G Hero.x-=speed; % F" ?) Q/ `4 R& E: t } , h& x. ~/ }3 _8 n | {. {8 ^7 T else SX--; : k2 J: G- w/ q6 J4 N 0 ^% V. U) r" j break; " b4 } m8 g$ A( C0 h# f1 d# L. O & M+ J# w2 K/ d$ u4 T& }7 m : ^. N6 U `9 G1 G3 E% h* { case VK_RIGHT: 2 n# b2 ]; \, l Hero.Way=2; * B0 K3 i1 U4 Z* l if (SX>=MAP_X-32 && Hero.x>=320) //往右边走3 f4 R$ Z( i% L0 [1 S { 0 a- K' w6 M- o: r# S% e. B, S SX=old_SX;5 O- p- x. e+ l/ P& ? Hero.x+=speed;/ R. d1 {. G2 P x) h+ A( K U } ' q6 B9 d8 N: S5 A& @$ V! H4 Q else if (SX<=0 && Hero.x<=320)# M1 @' V" z8 w: k3 S% t7 W7 Q& O {6 z6 R, n$ f. c; N. } SX=old_SX;3 l: c3 G* Y+ ^3 R. J Hero.x+=speed; 2 @% S( n. t2 M4 k3 W } " k; D/ z8 [* p else SX++; 6 X4 [" D, e8 w$ j* @ - Y! b- P! z7 U# o# r/ |# U break; 4 u0 n$ Y; k+ j0 w# ^ } 1 Q( e. u* T' {# O( ]# j/ O / Y' M; q( c. m7 T/ Y ) v2 `9 T6 S' g# m Hero.Stats++; ( i9 |# P1 a( P7 n if( Hero.Stats>=3 ) Hero.Stats=0;4 _9 D6 O" _3 _! s# j % Z) o# O/ S" y8 _( _8 e break;) f4 x3 ^0 B' d+ a& o9 Z 2 m. B( z @7 K' N& _5 c0 A case WM_DESTROY: // 退出消息循环; 6 P- Y6 e; T/ G" W Cleanup(); ; N5 F" p0 ^& U9 }; f8 i5 F6 i( ]7 h PostQuitMessage(0); ! m9 z4 s$ {* Z break; P# T G6 V2 ]! W# m$ ] }( d1 q4 ]- {" P) ^0 e // 调用缺省消息处理过程; 2 @4 L4 ?9 ?+ R1 b. k1 c- G return DefWindowProc(hWnd,message,wParam,lParam); 4 R" e+ E# v5 {# f$ C1 v} % m$ L1 a) H0 e) X5 Y* b' W : K# `' o' |7 m2 v: d( c$ k// 本程序的最核心内容,即DirectDraw的基本功能与用法; {/ ^& n6 ?2 f2 [/ e/ DBOOL InitDDraw(void) ; i) m; {9 B% n{' j7 } k$ \: C+ G DDSURFACEDESC ddsd; 4 k4 ^) O5 V, E$ {0 P% H/ n* B HDC hdc; B% H5 L% E* f& g% T. f DDSCAPS ddscaps; - O/ M( p/ }0 K' m3 g$ `9 U; @! x // 创建DirectDraw对象;! ?/ Y: H* I; u$ k, y if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE; ) e2 T7 y3 R' G8 K // 设置为全屏模式; ^3 \ w1 x# v! H/ Y if (lpDD->SetCooperativeLevel(GetActiveWindow(), & O5 J: q/ P; Z+ t DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)0 f0 n5 _9 ]4 H# N2 w return FALSE;* u: a; S% u9 A // 设置显示模式; 7 T) h3 Y$ Y+ C' T- l5 Q if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;1 F0 A- w1 v& v0 e" w // 设置主页面信息; R9 V$ e8 @& [ ddsd.dwSize=sizeof(ddsd);! w, k; \+ a" ?1 j! O( b ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; & [) I% f1 `- O2 N) s ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |' D X9 W( c5 L% Z* k7 K- n DDSCAPS_FLIP | 8 f# N5 M; r, S0 ~' {; v DDSCAPS_COMPLEX;2 W) b/ [: a/ o7 w 3 B" E5 p* |. ~% E ddsd.dwBackBufferCount = 1; / O+ e; I7 I8 @9 J / |2 @/ O( R8 c3 X- k6 W // 创建一个表面,类似开辟一块屏幕大小的显示内存; $ g6 K- U+ k( P, B if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) $ Q! g! m" G( U$ q" N MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);2 d( g t6 t5 K. [ 0 y6 {* v& Y, Q- E ddscaps.dwCaps = DDSCAPS_BACKBUFFER;5 R8 M5 r/ c" H: `9 P, v# ]7 f if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK). i/ a" ^! o5 @: {5 d' N/ | MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 0 ~6 N7 I& S" @( C8 W; k ) C; K5 L5 f8 x% J1 C lpBK = bitmap_surface("map1.bmp"); . @9 R/ M+ n6 N `5 i; l lplogo = bitmap_surface("logo.bmp"); % V# e+ o! s7 C0 F/ y7 C1 H' H lphays = bitmap_surface("hays.bmp");! b0 ~" U- w9 E7 e lpPlayer = bitmap_surface("PLAYER.bmp"); " c0 T6 v3 C! N# V# _* b. R2 I DDSetColorKey(lpPlayer,RGB(255,238,187));' @+ ?' d1 m3 P, ?" d5 P( N 2 P' R& k( l7 \% @4 p6 v. p return TRUE;# y% q8 N! m, Q$ H }: M( ]- [3 B" F. Y! f - q N. q. R& w( l void Cleanup(void)) m4 Z* }1 B& l4 x7 w1 i. h4 v {7 h& V2 l& s/ R d5 v $ w$ o4 b: v+ J SafeRelease(lpBK); 4 a9 r% x( Z" O2 v2 s: t) P* u& h/ j SafeRelease(lpPlayer); # M' @' P7 ?% e SafeRelease(lpPlayer); , O) r7 E ?, M, y) S; v f SafeRelease(lpDDSBack); # q4 B6 W4 J0 B+ R3 a SafeRelease(lpDD);2 p% q v7 G9 P& L( b' N SafeRelease(lplogo); ) V) ^: V% c/ {) l7 D' |- ` % c8 C6 `9 K% ~# d: s* ]} T( X3 |3 }3 b8 {( q6 t, [# r) x* A$ [1 f5 w // Windows的主工作函数,类似Dos下Turbo C编程的main(); & D+ l! H- Q: Bint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,8 w7 r) w5 k: C9 a LPSTR lpCmdLine,int nCmdShow) % _( K" A m/ v2 L' {{ 7 N. J z: z3 w, [7 W3 {9 @% N MSG msg; ' I# m; T5 w* }5 R2 g9 U7 v$ \; Y 9 ?* `( c# K4 c3 f' \3 }4 A2 O // 初始化主窗口;8 o- R- @2 v5 q5 N1 a2 T if (!InitWindow(hInstance,nCmdShow)) return FALSE; # C0 ~0 Z0 q' L6 b % K; x" ?/ k3 V4 X" I2 }& A% z // 初始化DirectDraw环境,并实现DirectDraw功能;! w% G3 L3 X' d6 D5 y8 g; I# j" v if (!InitDDraw()) 7 q" J4 H- n1 D {8 A; n$ y5 T5 t1 m n/ s MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!", 1 D1 U) p& W8 ]. l W "Error",MB_OK); * u2 @/ P. ?/ [ void Cleanup(); , @. \: o/ l- F' s, O. y. S DestroyWindow(GetActiveWindow());2 `7 q( u7 M E' x# f% S1 `) X9 ~ return FALSE; , j6 U* K0 g* j& G% I3 B }/ W" K2 X. K( V- E( M Gamehead();& [: u& A# Z! s5 l$ P0 e I0 b( } / _$ D3 A, H \! | // 进入消息循环;6 S8 B* L- A l! D2 Z% n8 k2 `) k while(1): I( A; z0 B$ y2 U* C {/ V) X8 f. }9 ~ if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))3 A1 x- s+ j, f {4 v7 u$ `! S" z( X1 U' M if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; 2 x3 o' c7 I R1 s) P8 F TranslateMessage(&msg); b' U0 f6 V9 s& I. }* { DispatchMessage(&msg); ; f3 |( j: j9 R4 i3 `& x } ! W. \& W4 B) c( P else a9 \6 p3 ` Y$ ?9 {$ Z7 J MainLoop();: l& U0 @2 Y |& R% C( z% \ } 9 o3 s. y/ z9 ? return msg.wParam; ( V" b# U3 v% w# l% ~6 e8 V' ]}: l4 Q4 A1 ^1 b1 h 1 o/ y+ |" m5 ~' E5 t ; d( |0 r% c6 P4 L7 I //游戏需要用到的函数 + S1 X1 R5 w7 o: x) ? r 1 F9 o* _ s( k9 a 0 V$ }1 O" H6 G: }/ E$ ^. u/ G& l3 H7 L6 `' w/ q void Gamehead() / n( r& `7 Q, V. _. F* ~" v{7 k6 i' P- o; l! Q RECT rect1={0,0,178,145}; / P, m0 i$ }; n: Z, _ int x=80,y=100; 1 R0 Y& a8 t) J8 t0 w% J$ ] int i; 0 O( u A8 ~* D, D / I4 X8 r% a+ {. @6 T3 y, g lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); ) ^. U: ^, Z3 V % L4 ?% ?9 V9 _: k for (i=0;i<6;i++)/ `4 q" m: V2 {1 m { 1 ?! W; p9 @ p$ s. U( M% E rect1=GetRect(i*65,0,i*65+65,202);. D! ^+ L9 G" X2 T0 z lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);5 t6 s3 E" X q0 }/ g Delay(500);! k( I3 \' x# `8 g8 U, R) ]( N }) b/ Z. u" ~9 p( z9 U ! D- G$ f8 L# M4 S Delay(3000); 5 A( h! Z5 A1 l; C) }' b; K% \} U( [ k+ ?6 p4 I7 p: Y4 w' b. q: O1 q void BackGround() //画地图 ; C' x o. a. R& `, E { ; Y- ]3 n9 X7 f( f% @6 L& E+ g8 l int i,j; 1 ?* d5 N7 L, e- U' _7 ? for (i=SY;i) K$ q2 w' z6 @' V3 ~, b for (j=SX;j9 D8 w1 r3 S- q- i- v if (MAP[j]==1) - B U, y! O; D4 T { * L e1 y$ s! V; y rect=GetRect(0,0,32,32);5 b7 e2 Q/ O2 ^: r `- q lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); % F) ]* y" |' c' n3 k! C: r7 L& ?; G } & X8 F& M' o5 P else # a8 Y" F1 w/ e9 O+ { {# y) ^( H& e. v% y rect=GetRect(0,32,32,64); @5 [/ W6 U0 A( n* I7 I; ~2 T lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);* I6 b8 c6 i m$ z1 t! i } 5 w' L: r5 m( S m/ O3 ? K} . ^' y; k( N% n7 Z7 k. V. ?% k7 Q8 H9 ?7 m RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 " n, A! C" v; D: h3 k: Q9 c {6 o* x$ _. q7 O7 g6 Q RECT TempRect={x1,y1,x2,y2};- G9 f: m/ C8 o8 z. n4 }' O return TempRect; ; j- a3 H1 z0 U: {+ I) E7 k) ^" S}# x$ Y5 g2 i3 H. j % p; C. p9 F6 f* |8 Q void MainLoop() //游戏循环 5 m" _4 E% V7 k! d9 s- P+ H{: c; M: f- S {7 ~ BackGround(); " C8 U% ]) z: Q RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; . ~1 c2 H0 `8 d/ b lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);5 Y3 z/ i4 z; X" ` * |; x- I, i: i) W0 t$ t2 G* ^ if( Hero.x<0 ) Hero.x=0; + g0 T* B1 B& [/ C) \# \1 T if( Hero.x>640-32 ) Hero.x=640-32;; t, n5 M9 m3 F+ j2 f" N' w, e m if( Hero.y<0 ) Hero.y=0; }& r: f! ^* w: B if( Hero.y>480-48 ) Hero.y=480-48; % X) Q5 }& C! j& b d ; Y8 P8 L; t! p5 g+ N Hero.old_x=Hero.x; @- m" z6 @! Z Hero.old_y=Hero.y; - t @/ p9 `( F, w old_SX = SX; old_SY = SY; 4 f! S6 w3 @/ i; E+ c0 u} ) z5 g! x3 R2 \+ Y" Y5 a U( f `. P" A& _) R g# d, h2 D( y$ }+ V- \+ J! ? void Delay(long time) //时间函数 ' T0 M; i- w( Z1 E6 c' ^ j; I, B4 f { 2 `2 u# K( z; `% ]6 a$ \ {( x static long old_clock, new_clock; //延时变量: ]7 }5 I t1 m% w/ z new_clock=old_clock=GetTickCount(); # _$ m l$ O. _4 o6 `: I while( new_clock < old_clock + time ) 9 K, e, z. D$ A {! H2 h# J# P: S5 d2 i7 q new_clock=GetTickCount();8 f! X# V% Q7 e ^' ]+ f } 0 `% f" u; X* h, V1 S, s' I}2 h: ~/ }1 x% B: f+ `9 U 4 \: P3 s! i3 z7 q % S8 n! w0 y; V+ m2 z1 Z! X0 f . Y# P8 g7 G# u& r; G* `9 T 2 c) U4 Q$ P8 N' O' s//下面是dx相关的函数( \' o* d; a# p$ o( x. ~ LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 5 q9 ]1 f$ Z& ?; U {( J+ }- a* u o! r* l3 O5 E HDC hdc;5 z. d" u+ ]$ q+ J1 h$ l HBITMAP bit; + G% o2 X! R0 r0 J8 [ LPDIRECTDRAWSURFACE surf; V/ D8 M- u% P# P" g1 }1 h ! }# Z$ {# Y, o* P8 H & [/ c- R' H3 [. C& q) B4 T1 v# W9 x2 {9 w( W. L9 s6 r bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, & x4 p4 y: [, C& z4 k LR_DEFAULTSIZE|LR_LOADFROMFILE);8 ]+ ^% i% j# L* ` if (!bit) # P6 T5 D/ u8 F/ U8 L7 x - t" _ z8 Q6 G$ P1 C/ J2 `" p' [. m" y4 T & e9 I% ?3 p) W Q) c$ C( @7 D* j return NULL; % H& k( p2 n* r8 C' H5 \5 u) V3 S( B5 {& k% D/ x* R# N : C x2 @' V# f, y# g+ h + |& A8 H0 S+ K4 Z! e& P( d BITMAP bitmap; ! F1 j- k3 b; z+ d! R1 s GetObject( bit, sizeof(BITMAP), &bitmap ); , W6 n+ L& O0 N1 I( x int surf_width=bitmap.bmWidth;! f* q3 O! N: s A6 S4 a& I int surf_height=bitmap.bmHeight;: B# U7 h5 H. q% K; w1 g3 \# y l & w( @; `2 Q h; O/ ^! P7 {5 C/ r% u: U7 Q* w % _* `2 C$ a0 _4 E' H HRESULT ddrval; ; X5 K" P, k9 h DDSURFACEDESC ddsd; 9 [$ W5 Z, F, k ZeroMemory(&ddsd,sizeof(ddsd)); 2 } f! c' M' M ddsd.dwSize = sizeof(ddsd);/ a* v/ Z& H" Y6 b# ~, o$ h ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;) F$ }' |$ u, g9 U0 u ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 4 N7 f$ b( M1 H ddsd.dwWidth = surf_width;5 X# O% Y5 r8 M, h+ V7 V ddsd.dwHeight = surf_height; / K- q9 z( A4 k" @( p, q/ c# s& y) Y2 N& l |+ T) L5 @$ y; {1 ? : B" [( ?6 f- b1 c! S& \ ! {& g" Z0 T+ u/ O& _. p ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); 2 K R: t% [, O( T% ? ) Z5 N5 ]4 c5 a( H: {( B& V" x- I, {9 O- g$ u6 m9 w7 g if (ddrval!=DD_OK) { : d$ r2 v% Y1 g2 {% A& A+ |4 R/ {6 W5 A & j7 Y, T+ N3 i! m5 k 0 o1 i- S& Y" u/ H1 {* @# | DeleteObject(bit);7 b: D6 O- C* n3 W return NULL;$ b0 u, ^3 Z; s3 E$ {3 W5 ` 2 G& }4 a- ^3 \ k } else {: r" P5 ~+ E( p( n) a5 G , e* k0 N1 j/ t H- L- @8 K# F( @2 u' U, B. ~ V! ~ surf->GetDC(&hdc);% {1 A0 n8 C9 f6 r5 L- I- _/ a ; z# e5 x' f' g3 r- C % k% n, K1 A: |) }: q x 5 u7 M/ E! [) M" Y5 }7 d/ \ HDC bit_dc=CreateCompatibleDC(hdc);- K* ^( r7 B( F( H% b& D: r 5 M- v1 M! S. a4 Y 7 O( ?0 ~% f! m SelectObject(bit_dc,bit); 3 P6 }7 I! V' p, p$ A BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); 1 A# A- o9 {2 A' `' w & _) M* M5 z3 C! Z! l+ A5 X1 M . e: a+ M7 y8 n$ J surf->ReleaseDC(hdc);5 X ]+ |, r/ P) b6 Q7 w3 U4 Y DeleteDC(bit_dc);2 i5 L* Y1 r7 x- d$ t# i3 E: j( n3 s }1 m% i4 L$ E5 x+ ^3 O9 X0 `7 Z0 u2 U 5 i, }) q$ m# K6 t5 n) s/ g4 U0 c, o* H * e4 ?9 {* T7 w: C' s# L DeleteObject(bit);& \- u5 r, d* f3 F( T2 M3 G- O ; K8 m9 U$ }& @+ I, u ; @. f; q4 d, P& ~# G) ? o return surf;2 v) \- K- s, d! i" c } 5 o" ?: r }& e% q* C6 @! O+ M, ]2 {, ]& p a) W" t 6 L% o. D- v* f( |! P* ?9 ? i3 W2 W( \; `& a, C7 [DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 * c! q3 K2 [) K8 p( @" R { ; u+ |/ }9 `- f% ]9 I- ] COLORREF rgbT; 1 G8 j0 {1 W3 _$ @3 x HDC hdc;# |$ z' X# I& p. y) W" m6 S) A DWORD dw = CLR_INVALID;. K- Q5 B5 k8 E Q5 r# w! U DDSURFACEDESC ddsd;1 S9 `* V+ T! p* Y HRESULT hres; , k) N2 L7 |. B7 H5 r% P& v* |8 P) P 6 C# d, d5 v) S! O2 m& Z. {' R* ? // 7 U6 ^- }- l8 i% I // use GDI SetPixel to color match for us * u0 P; g+ \) e4 i4 H2 j- i' ?' [7 i; L /// ?; C/ _: [% B' @- [1 P+ a7 _( d$ Z if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)3 e2 ]; [, E& \2 G b" S {9 p8 i' q% y3 x, p* e# H* \ rgbT = GetPixel(hdc, 0, 0); // save current pixel value- `, ]/ v4 @9 i# a- d3 S SetPixel(hdc, 0, 0, rgb); // set our value 3 M6 A/ S* s4 j pdds->ReleaseDC(hdc);& o' r4 U" D7 d# t* q& x7 Q } , w Y( w8 z- v0 G5 X0 m. J/ `. h7 y$ a: Q6 k1 m# _ // " i9 v1 [$ H6 l( h( q$ v1 ? // now lock the surface so we can read back the converted color 9 W- \0 X: A' I // 4 K$ g3 z% i- ]: F3 w5 }. J: P) j ddsd.dwSize = sizeof(ddsd);- x. Y! `( l' P5 C while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) / Y* e. t9 u' p; O) P: v ;0 r V7 B7 L$ ]7 V7 p. p 3 o2 ~0 k1 V5 v2 S if (hres == DD_OK)8 [1 j+ T, `# s. K# } {# z. o6 K' L4 }- C& S8 R dw = *(DWORD *)ddsd.lpSurface; // get DWORD% u7 s: v0 F# x; v; C dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp" }% d8 ]4 s: h; u pdds->Unlock(NULL); 7 y; k' D' m6 Y8 N }& J4 y9 c- H2 d! D# e3 m( X U3 y) F& K: b* Q //' V/ M5 u1 X* z; p2 V // now put the color that was there back.* h; U5 ?0 y0 _* V //1 |9 I# h' O0 L. y7 N9 F$ | if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)5 [# n. D: L: z6 i* f { ; w& P' U; Q$ B$ L3 G) F5 I SetPixel(hdc, 0, 0, rgbT);' _( e: N( j7 b [' r pdds->ReleaseDC(hdc); h' Y4 F4 O$ `4 j8 x& W8 w }% f# B2 K$ [% [7 v) V# i) M: w 3 X! l# _1 q6 G: o" P' | return dw; & o T1 P, k9 u v& p} 6 r0 X* A# e! Q. A5 S/ X% O( ~8 Z/ v7 K$ A9 m /* 5 E6 d; @6 m8 D0 _% `, B/ J: F* H * DDSetColorKey H. k" H2 L$ D* O8 U- [/ f! ` * 3 e& e+ [$ ?- m0 ?8 V! b * set a color key for a surface, given a RGB. 0 w+ B* }1 f4 I$ ] * if you pass CLR_INVALID as the color key, the pixel 7 V, e6 P* O. ^$ l7 z * in the upper-left corner will be used.6 ` O) I8 u% S3 {' h: N; t# { */8 N0 Q5 [* Q! V' T- `9 g HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 5 n2 O9 _; y! M& u { ; @" Z9 k9 T6 \1 g5 A DDCOLORKEY ddck; , v ?$ G6 Q7 n " U. N; `' z+ ` F% \1 f ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);; w6 e6 ]& a- z) J! U ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; * ?. S& y1 \+ @# O9 O! Z* E; G return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); 4 w2 X J( o3 X# i, I- w} : o5 B/ M; w; s) O9 }6 i, q 5 ` m' @5 S: G$ x; O- r7 `% U6 H& N K, A: }2 K( }, P - }/ M1 R* \$ f P' g- F我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! " ?0 i' _5 L; g8 n游戏下载地址 hays2002.51.net/game1.rar + `& S2 A' l- d3 I: n8 c
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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?
    * h4 `& q& o8 Q$ _8 \1 d  ]* |) Z. ^
    - y5 u4 {* Y' x  a: _. b6 T- P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。
    ; D! G: F) P3 p& |: K7 e8 C1 L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:
    % |3 l' P2 ~2 m2 r, D绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    8 Q: o. v9 Z# M5 b/ c& b% T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1 z, V% }1 `1 ^* v4 H/ ~4 T; @5 M

    2 x. _3 k( ]8 O: g8 N% u9 ^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:- b1 u( j. W9 q' o% X4 ~, j
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    9 g( g3 ?- Q5 D  X
    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。
    ! l. U2 B- J% w/ l3 ~1 _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。8 N! }3 t' H% N* X# R
    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。
    2 q- X1 }4 `* K' J% }, G
    6 n# ^9 P) d, J4 r2 I3 k

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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9 Y; C+ p) ?9 P6 e8 ~" N' D
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里* `9 |5 ~& Y( Z7 k1 q( I  b/ 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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