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 . 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
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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}};
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* 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;
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$ @( _$ 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,
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0,8 {4 S: m! K4 ?( n: t4 A, E
0};
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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 ^
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/ 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
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// 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;
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SetTimer(hwnd,1,30,NULL);
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! [: z! R5 V5 F( o n& g return TRUE;
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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;
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( 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
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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
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else SY--;
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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
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else SY++;
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break;
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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
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, R5 @6 S+ A( C7 {0 x. i- \, | SX=old_SX;% a( A. O* d! b8 m6 Z
Hero.x-=speed;
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else if (SX>=MAP_X-32 && Hero.x>=320)
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( f8 e( c. X, n9 f* r- k SX=old_SX;
6 V3 g3 h/ @& l2 U% h% G Hero.x-=speed;
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, h& x. ~/ }3 _8 n | {. {8 ^7 T else SX--;
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break; " b4 } m8 g$ A( C0 h# f1 d# L. O
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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++;
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break; 4 u0 n$ Y; k+ j0 w# ^
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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;
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// 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);
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% 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)
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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);
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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
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return TRUE;# y% q8 N! m, Q$ H
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void Cleanup(void)) m4 Z* }1 B& l4 x7 w1 i. h4 v
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$ 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);
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% c8 C6 `9 K% ~# d: s* ]}
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// 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;
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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;
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// 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())
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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;
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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
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if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))3 A1 x- s+ j, f
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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;
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//游戏需要用到的函数 + S1 X1 R5 w7 o: x) ? r
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void Gamehead()
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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;
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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
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! D- G$ f8 L# M4 S Delay(3000);
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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);
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else
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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
}
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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
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RECT TempRect={x1,y1,x2,y2};- G9 f: m/ C8 o8 z. n4 }' O
return TempRect;
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void MainLoop() //游戏循环
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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;
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Hero.old_x=Hero.x;
@- m" z6 @! Z Hero.old_y=Hero.y;
- t @/ p9 `( F, w old_SX = SX; old_SY = SY;
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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 )
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new_clock=GetTickCount();8 f! X# V% Q7 e ^' ]+ f
}
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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
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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
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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)
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return NULL;
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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
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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;
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ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);
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if (ddrval!=DD_OK) {
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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
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surf->GetDC(&hdc);% {1 A0 n8 C9 f6 r5 L- I- _/ a
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HDC bit_dc=CreateCompatibleDC(hdc);- K* ^( r7 B( F( H% b& D: r
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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);
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. 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
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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
}
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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;
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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
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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
}
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//
" 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)
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if (hres == DD_OK)8 [1 j+ T, `# s. K# }
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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);
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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);
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return dw;
& o T1 P, k9 u v& p}
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/*
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# {
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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;
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" 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);
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- }/ 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
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