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
|
#include * E) g, ~6 f; l# a! n' S' ~+ b1 l/ E
#include // DirectDraw所使用的头文件;
$ Z! Z) W- R+ T1 e#define MAP_X 64
. K2 ~: n1 g" [1 A w" s/ M#define MAP_Y 48
( G1 A1 S2 v: [/ J& e// 变量、声明函数; U$ o: T1 ~( z
LPDIRECTDRAW lpDD; // DirectDraw对象;1 ], ? X- U6 j
LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕
: B& r. } @. l: J; g; ^LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 6 e' |$ ?/ p& j. `, W4 E0 m
LPDIRECTDRAWSURFACE lpBK; //地图页面 3 ^) t" I9 [$ U5 q. N
LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 |* K# N7 U4 L U5 h# ]& |/ ]
LPDIRECTDRAWSURFACE lplogo; //logo页面 ; f3 q3 |) m- x( }" ~% B% o
LPDIRECTDRAWSURFACE lphays; //海斯 + M8 P, u0 F6 c \, ^$ q! q" {1 {- J0 O
$ Q: K" [8 D4 l7 n2 jint MAP[MAP_Y][MAP_X]={+ X9 n1 A/ @* m Y( {
{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},
2 U# A) o" ]/ d% X4 |3 k/ h) v* b3 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},( m# g {. c3 A: F# {
{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},
; a6 q$ q+ s3 E) J. W. y{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},' V6 H5 a; {# w8 G0 x
{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},' e, \6 i3 a/ C+ g! M- s
{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},
3 T( `- B/ j; @{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},. A% R1 y1 w, e" b3 g! E1 @
{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},; n3 t# s5 i! F+ O- L
{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}," x5 A0 ?" ?3 g1 l
{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},
( V. S, _5 ^7 i8 R{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},$ U( m4 F8 j& @* 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},) J6 H0 ]; S, a7 L. z' 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},
& Y/ R: g s6 R6 l$ 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},
$ Z' A/ |+ x, @/ J 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},
2 ?- m$ J) M$ 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},, B: G( y' J/ Z3 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},
3 A( @, @$ J. |( R5 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},
9 Z* A( q4 `; q* [ s& Z1 ]{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 r' O) k/ `9 q3 k/ 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},# }9 y- B' O8 L+ C
{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},. U) ~- `; L1 p4 W5 P1 J N0 @1 j
{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 q1 q, C3 {+ E9 N2 E! N{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. d9 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}};
7 b# A6 G$ Q W, S$ W& e- H) M {9 r6 K6 R1 w( r0 _) z. H
! |* o4 U1 \/ U
int SX=0,SY=0; //地图坐标
% ?! A6 ^$ ]4 I q# x/ w c/ N, d: E& ^5 {9 Q
int old_SX=0,old_SY=0;7 H1 f; @7 b, k) Q! ^ R. Y+ [5 H/ X
$ P: H4 W7 J, Y( F- N# X
RECT rect; //blt用的巨型
. P8 t7 t8 w- a6 o1 Zint speed=10;
: `# \7 e5 y* c# Z3 a3 H1 ^6 K4 q) \2 g7 T% K& G
typedef struct{
' |4 z3 e+ V# }$ T# N# }: }0 }int x,y; //当前坐标, s' Z7 U C1 H- ]: p; K
int old_x,old_y; //旧的坐标
+ b4 r/ P/ G2 T: \& e, Iint Way; //方向: O9 `1 o6 [7 h2 s$ ~
int Stats; //状态
: P6 D Z" b( U}Role;
% K+ @. y9 V& V4 [( {) |# b+ |& h$ @) O y
Role Hero={1,; V1 U* Z9 V* \! n: T! T& w
1,# h6 c* R" x0 [7 V' B$ t' Q" W, o
0,
2 c+ K& z; |9 S. W3 } 0,
) g4 t0 r' P6 R7 R) I 0};3 W# T3 m# C; [! z( c+ Q" \1 g
5 y- s3 z4 B; J1 U' c* p: X
, @( M6 E/ Q; D* G/ |- i
, z. p& s. r; h4 D2 g : J. F0 E: R+ W4 H* j; ]* |
- `/ w! N" [9 @- A# c1 h( c' {/ q//函数声明列表
( c' Y2 s% ^& C, e! k7 F1 C " H# _, s0 I' l( s, U
RECT GetRect(int x1,int y1,int x2,int y2);# F) z- n0 ?7 J
void MainLoop();" W X1 p8 _ w" v. c' B
void Gamehead(); " V6 c7 m# r: ?- ?8 o& `6 v3 C
void BackGround();
# S# N5 X; A9 T( ~+ yLPDIRECTDRAWSURFACE bitmap_surface(char* file_name);( n h0 d' O/ U* C+ _- w' U4 E
DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);6 V- K( L6 K6 Q$ Y" B& p5 n
HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);
2 B( x* m' F" ^* jLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);, N4 \ n! W$ p9 ~, B3 R
void Delay(long time); //时间函数
! a1 g1 e4 n$ S; G6 d, B. jBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;
0 r* l* T M0 c. J" ^( ?$ _: ]/ z. GBOOL InitDDraw(void); // 初始化DirectDraw并且打印字5 O% v+ S- V. y/ U$ F
#define SafeRelease(x) if (x) { x->Release(); x=NULL; }1 g/ S T; l2 W3 S; u
void Cleanup(void); // 卸载DirectDraw函数;0 k! n( R' Y# Z3 \
1 [5 f$ K" ~ n5 e
) L2 E# w# Z% m* i7 a5 l) g7 L/ R- L+ h5 F- z# D( m; \
BOOL InitWindow(HINSTANCE hInstance, int nCmdShow) E. x S; S( l: A8 A
{
8 h" M2 S+ L& M HWND hwnd; // 窗口句柄;
4 a! D6 I# [5 D" r$ u+ K% N WNDCLASS wcex; // 窗口类结构;
! n: w5 E: @9 ]( s7 L" F* H
% n g( H8 {, G6 ~8 ^! _1 I. H2 U, O // 设置窗口类结构;6 ~, |( O* m$ H# l+ d% T
wcex.style=0; // 风格;
. S6 X) m' k! `2 w9 C5 n- C" @ wcex.lpfnWndProc=WinProc; // 窗口处理程序;" |$ u5 }% p; m- i
wcex.cbClsExtra=0; // 扩充风格;
" v' ]- v5 G) a" m7 s+ t: @' l) q wcex.cbWndExtra=0; // 扩充程序;/ {+ |( ?+ f3 ~( {0 M% M/ M3 m
wcex.hInstance=hInstance; // 应用程序hInstance句柄;, a, j- A, w- I3 H/ ?" U) p+ {
wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;
$ X8 \0 _; k0 ?3 p; n5 w wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;
) S& E0 y# I$ I/ P, J wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;
3 L& y# A' Z) ]- }0 _6 c wcex.lpszMenuName=NULL; // 窗口目录;0 S. [, F9 B/ ~
wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名( @, `8 p0 _6 | ?+ t7 c
// 注册窗口类;2 |* }" a1 U+ A- r& ^! @
RegisterClass(&wcex);: ^! |- h* G6 d0 |* K
// 创建主窗口;
, f! h0 s7 P. X2 ^' g$ | hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,' |% I5 I6 x. }* E# Q$ f
0,0,GetSystemMetrics(SM_CXSCREEN),& h) k9 U( c5 Y! l% ~, w
GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);8 _# A: U& e, f3 l1 R# C1 c6 Y
if(!hwnd) return FALSE;
% i! a$ t3 f* j/ O( s- K ShowWindow(hwnd,nCmdShow); // 显示窗口;
$ U- A; i$ ]9 Y7 M9 c UpdateWindow(hwnd); // 更新窗口;. ?; G. O. b! O# R; M3 ^
$ |( P* ?: _) G) \+ U6 k
SetTimer(hwnd,1,30,NULL);0 }- t7 E; f k4 u& T6 U t+ h
( g3 B' Q! @( n6 O, Z- p' p' r
return TRUE;
3 I2 S$ ^5 T7 v}
# n W; |& v: x `/ b, R/ M7 S
) H$ a- G. \4 h9 jLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)2 Q5 V! ~8 q; ~1 V b6 D
{; z# U+ g, N* L6 N& q/ X$ d
switch(message)
* {4 C9 C1 e1 B% w# F8 H6 i {# q* o" w$ m9 \/ C
case WM_TIMER:
9 j0 ]! J8 ?9 m% B lpDDSPrimary->Flip( NULL, 0 );
# N2 {, S" K- d1 Z& a t# x break;/ \9 B; q3 y' @; l
! i0 `- u( Y, r+ v K
case WM_KEYDOWN: // 如果击键;
6 j% o0 j9 F* X/ ~# x( Z5 o7 Z switch(wParam), ~1 a9 f% z7 u
{
5 d, R9 Y E* i case VK_UP:: }$ X( ^9 P4 x; M
Hero.Way=3;
" u9 ]; Z2 [$ t1 X4 c if (SY<=0 && Hero.y<=240) //往上走
, ^0 W+ D2 M+ F) f {
D- F& W! F% n3 @. \0 I0 E SY=old_SY;
( s ~" L" p, C7 |# { Hero.y-=speed;" M" s+ a% r8 M0 O9 U
}
4 A, d# h. n3 z+ }/ Z else if(SY>=MAP_Y-48 && Hero.y>=240)
) j. k0 h! \: s {7 O7 A3 a9 ` K$ b( U6 F u1 e
SY=old_SY;
& u5 u8 H7 p' f0 I+ U Hero.y-=speed;
- |& x' T/ ^- P0 n! z |' Q }; i* y6 P4 E; Z# K+ U ~9 c* j
else SY--;
5 ?" z$ j9 n1 L7 \/ W) h/ N
% ?8 n+ B. @3 x: \+ t7 G" k- f break;# w4 {9 ~4 e8 D4 e) s# O7 n
; [' u" N# G9 P2 l: Q; S
case VK_DOWN:( A' ?# o+ J% ]
Hero.Way=0;
! G; ?0 C. t9 o4 C+ X if (SY>MAP_Y-48 && Hero.y>=240) //往下走
% B0 c+ c% q' M- {8 _$ y5 E {# {& w$ [' F8 P& V a0 c, ~8 K
SY=old_SY;1 H/ f" @& C/ Z9 }, w, j
Hero.y+=speed;: z+ U, T2 E5 x$ ]
}
. H" M& P2 O1 G0 } else if (SY<=0 && Hero.y<=240)2 J% V0 [+ e6 l1 h% P4 j
{" g- q; \+ U6 a$ r
SY=old_SY; d: \' U4 r- @7 H: w
Hero.y+=speed;
' R- G) T8 H0 F8 B }& u& H3 i& {$ \. f
else SY++;
* F" I: N7 ?/ N8 q, ^/ V) X
& o) i$ L5 c2 `1 C8 T" m; i3 y9 t break; 3 Q7 p% t( _* U2 ~
& h& u' C, H0 o; n
case VK_LEFT:
& n- d* ~2 k* c$ o9 y5 [$ O Hero.Way=1;
* J+ S$ u; |, v3 Y. s if (SX<=0 && Hero.x<=320) //往左边走
! ^& c8 P7 ?2 u) w% _ {$ D& W( Z, n9 {& T$ R3 l
SX=old_SX;
! q0 }, t. ~& u' W- O Hero.x-=speed;0 W& @- C i {
}
" t( c1 \- d3 [4 c6 _2 ^ else if (SX>=MAP_X-32 && Hero.x>=320)5 s0 a( W5 |2 l5 g4 H' m
{
7 }: s* h% Q) V8 u. d- I# ~1 p SX=old_SX;
- W5 s/ e- C: K, y8 V% X5 [- @ Hero.x-=speed; & E0 g* J) R. f' Q
}; P2 X( O6 Q* P( v
else SX--;4 }8 f; t# ^& ?+ G
6 M7 d6 N5 j6 @; @
break;
, E! Y! U Q* V
1 o. a5 l1 p; |( J4 o& Q6 O% H4 [4 e
f2 _, C& R# p9 Q case VK_RIGHT:
1 r$ k7 ]. w) i0 j0 X Hero.Way=2;# |2 l) Y( b- \) ^. Z' F8 ^2 d* h
if (SX>=MAP_X-32 && Hero.x>=320) //往右边走
3 q. x1 H4 x# o @# E2 z4 N6 B2 z {
" w' g' q" N; f6 I% u SX=old_SX;+ Z: l# ~ B5 T5 n/ `
Hero.x+=speed;9 l6 y$ S7 k% I6 v' O" M& {% W( D# W
}% v! V2 ^7 ~, k8 I
else if (SX<=0 && Hero.x<=320)
" z4 B4 Z* r8 g* |$ N {! u; p$ r# ^! A! m# k! J- |) H
SX=old_SX;
! T) J$ P4 t: j, i Hero.x+=speed;
9 B8 j/ f2 l, B: r, h# l, `9 H) G1 ~ }& s7 V: J8 k0 f1 h4 P8 p
else SX++;
$ k& {' A4 @; a- Q4 j! E ) Q7 y5 d a) y+ ~8 |
break; * a" C" p/ H! e" K! b" e
} * o; H% v9 x" O; l* G/ [& x8 M5 ~
; R$ ^+ b) A7 [) v: R. X& O # d w l) K2 e0 L' I" C
Hero.Stats++;9 u: n- R! Q( a, \* |( B! t2 t5 T+ m
if( Hero.Stats>=3 ) Hero.Stats=0;
. ?3 Z5 ]: N% a4 b+ E5 { [
3 t$ c* o: u$ ^% W4 m break;
1 @& {( a( K2 A5 ^# P2 r 3 l* O+ F$ s* z# ^" i. `
case WM_DESTROY: // 退出消息循环;
) B/ [! @1 r7 t4 X( n+ c Cleanup();
( p9 h2 n6 T4 B& v$ N" G PostQuitMessage(0);$ ~8 Y1 Y7 S( r2 m
break;
( V; A7 O, w( f9 l+ y9 w }
$ m T( N& e1 I! R. @ // 调用缺省消息处理过程;
- \- ^' ^1 N& X: W) F return DefWindowProc(hWnd,message,wParam,lParam);) M0 }+ B7 i4 P# w- x. T
}( R" p' a" h# d7 v1 J
: C2 X9 |0 ~; q% N6 H3 K2 r
// 本程序的最核心内容,即DirectDraw的基本功能与用法;
4 r2 }2 t& L& j$ o9 w4 e* j8 {8 ` IBOOL InitDDraw(void) 4 R9 t2 q, t" }7 Q' l
{
* b- Q& K2 \1 i1 ?( _2 V3 y0 H" H DDSURFACEDESC ddsd; 3 ]( B$ d j; z7 k2 B
HDC hdc; / a. ]0 E# P5 A$ n
DDSCAPS ddscaps;6 q0 t" k6 [ g: z1 T
// 创建DirectDraw对象;* j8 t8 t6 |% h. T1 n* Q
if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;! M! o; m. [+ b& L- o
// 设置为全屏模式;
1 [2 O# t( m0 K1 A* v3 k if (lpDD->SetCooperativeLevel(GetActiveWindow(),
4 |. I3 ^$ D9 o3 b DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)% l+ N7 T6 ^& ?1 b) H0 J& c: w
return FALSE;
% i1 J. {7 ~! z& D // 设置显示模式;
5 M% I# g- Y- e" b8 X. g if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;
# E* K. N: s5 ` A4 `+ f // 设置主页面信息;
- q7 Y+ M9 A9 N) P7 F ddsd.dwSize=sizeof(ddsd);5 j8 Y/ V' a" S: ` b. U
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
6 j3 l7 E6 l" `2 ^( C, J* r6 y3 R, e ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
3 C- A1 t( c, u; S, @, q DDSCAPS_FLIP |
0 K3 M8 ]2 x6 ` DDSCAPS_COMPLEX;
+ {4 n) n: e( B7 q. H9 k; @
, h% @6 U- d! J3 _5 S) ~ ddsd.dwBackBufferCount = 1; 8 }2 @; I8 N7 Z. }
" X1 @* A* X" P) R" _% |
// 创建一个表面,类似开辟一块屏幕大小的显示内存;3 A* w& ]- q' \7 v0 |" ? J
if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK)
4 G; p# }; m# M+ I8 t MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);& o. M ?* e# P2 n9 S* |& M: \
( \) ~, j7 ]. @, E4 g, c+ {% k ddscaps.dwCaps = DDSCAPS_BACKBUFFER;/ s8 x6 {2 ]% @/ s+ H
if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)7 }# d' [. X; y) V& g. {
MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);
" L% z2 O; C. A& _5 M. p& V# v
+ A$ I; ^* X d+ M7 `$ Z lpBK = bitmap_surface("map1.bmp");# `9 n, j# @# q: R% D7 O
lplogo = bitmap_surface("logo.bmp");
1 e- C! U4 k- ^2 i l lphays = bitmap_surface("hays.bmp");
' s E9 u8 y# u+ _9 r/ r/ ]; @% T lpPlayer = bitmap_surface("PLAYER.bmp");
* H4 f( B) s# B DDSetColorKey(lpPlayer,RGB(255,238,187));
; H6 B( l0 C: o* s, ] 3 x' ` O1 I4 y, L
return TRUE;
& F5 x, R; h: N& ?' C}
3 n* y* ]1 e C& G7 r' l: g% H8 I! s0 z' V2 h- x1 A4 w+ m
void Cleanup(void)
: G; R& E0 t2 F. C$ M4 a- t{. D1 q5 o: S, H5 B' B
! Z% t: a6 z- h5 s7 q
SafeRelease(lpBK); 4 M/ g y" N( M a6 d6 B' T F, @9 ~
SafeRelease(lpPlayer); + D L# s4 y* L1 P7 ?% v
SafeRelease(lpPlayer);
" X+ g" z5 ^0 L# x SafeRelease(lpDDSBack);
5 d/ q' H$ s2 d- Z( \ SafeRelease(lpDD);( c# a h# h( k
SafeRelease(lplogo);) V' D' ?) c6 t" A! U
- z) ]0 [* l+ n* H! Q6 f}
: H6 R# {2 f5 X" F) R' b% P9 W. c8 y6 r! J0 [( t. h
// Windows的主工作函数,类似Dos下Turbo C编程的main();
' `' \2 t3 a% o+ zint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,3 \( Z3 Y9 S i0 ]
LPSTR lpCmdLine,int nCmdShow)( ^0 n1 X' k ^- @; @) _0 D
{
) d$ j. X- W# i6 z: \4 Y' @ MSG msg;! |% q6 o( E. ^0 Z7 b
4 D' p- T& k; m6 ?8 g% }& B // 初始化主窗口;! [7 F4 ~0 H' {- W: e
if (!InitWindow(hInstance,nCmdShow)) return FALSE;
7 z. v: z$ a- b0 `/ l
1 @2 `( b0 q, f1 U* [4 I/ H! W // 初始化DirectDraw环境,并实现DirectDraw功能;
; P- ^0 M. a6 \* y if (!InitDDraw())
s$ ]0 u1 `7 W- t4 R { V( W5 b4 J7 i$ x3 G- s' ~
MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",
P0 l, G& }2 Z2 q0 w "Error",MB_OK);5 }! q" m9 A3 N @) A3 z
void Cleanup();
; ?+ I- R f4 P$ B, Z. s DestroyWindow(GetActiveWindow());: M. v- i) U y9 k0 ]" e
return FALSE;
1 G- i8 L6 d2 ?* E% M' s1 e }
/ R9 b3 j6 c) M% C Gamehead();
7 j% \ B1 _) H3 T9 j! c 5 R9 `. p: q# R0 f* \1 C) @3 G7 M
// 进入消息循环;) c5 H: S" S( L$ P! z0 x
while(1)
; P1 l- o0 R* a) y {
~' n+ A7 L% W. f; K ~# s& {! G if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
+ G0 |& B8 ~, j {) q* u/ R/ O9 K8 q3 T8 Z
if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;
1 p/ o. P# F) b6 c9 k: e: V" i TranslateMessage(&msg); 1 X# S7 d( j0 x; W9 \
DispatchMessage(&msg);( ~- l9 Z7 i! L O7 k e$ X
}2 R# z& S' U9 n/ q" q# k3 d
else. y9 \2 G3 N% |: V" _& G
MainLoop();
& ?% G; J, q% [, S7 V } , c3 B6 E7 P, u4 a7 s
return msg.wParam;4 p! y( ^% [) o8 q0 C
}0 {/ l* ^& f4 l, f$ G
7 E; ^7 ~8 X2 A! U7 u4 @7 f0 [9 |) d1 R
% z! f, o" g5 S$ n0 i6 U//游戏需要用到的函数 ' ~ f. Z3 t. J2 ~% O
9 q4 s' U2 t0 [ c) O
; x# K# a" n1 q" ^$ P+ y
/ u+ Z" h) t# y' R" A' [3 Z4 t
void Gamehead()
# q* M! ]/ v0 o1 `{
% H. _2 O- k0 O- ~8 c0 q& D RECT rect1={0,0,178,145};& H5 w; j) [, ^. g( P) v7 e3 z
int x=80,y=100;
& d- ^; C. c4 Q int i;# l2 ]% u7 d) i, e5 j) W/ B
% R% M3 n5 j. v" G3 o6 ?& t2 p7 H lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);
P; F; _* o6 t! H0 j
' i; J. Q: U8 j) x- ?: m6 `; C for (i=0;i<6;i++)6 e! G. I" J* P" H% e
{
5 m5 X q, x, X3 V p rect1=GetRect(i*65,0,i*65+65,202);
) u& o8 d" f- d; _0 b0 k/ } lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);
+ O, B/ f D/ C5 @/ W! s o Delay(500);
' ^6 l5 c1 d( C$ V# N, W: z: k5 u1 r }# c- o2 c- g. d
* l' ~3 ^+ ?& C% n$ ^9 t Delay(3000);8 _" {. _3 r2 _
}
. R% K+ ~5 O1 E$ Q. o. s; {2 a9 Q; x# [! J
void BackGround() //画地图
4 n; B6 w# q: C8 G; |{* D: p+ i" ?' `8 h
int i,j;
0 b! k' P" m- H; s% M& W# }" g! L' Z3 {. m for (i=SY;i/ K/ x) ^9 J+ p0 r% }
for (j=SX;j; o- X [3 y0 z8 o0 ~! G3 {) o4 X if (MAP[j]==1)
2 H1 Q( o# [2 X+ P- W- y* q m {
+ m! K' s2 z. j" X q rect=GetRect(0,0,32,32);
1 Q O/ M- |2 F: _ lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);' F0 s) n' X" h
} w0 |% V M0 A) f4 T
else7 X3 D& L v: B" I4 G a
{. o8 `1 J5 I1 g
rect=GetRect(0,32,32,64);6 u3 M/ R5 h4 A9 N
lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);
) y; P8 r3 _3 F! v5 ` }
& m7 f: ~0 B% J* l! H/ E! i1 y}8 ]$ M& [- ?* Q/ q( G
h* M9 s) K% q \' H. B
RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型
- v' y4 i0 s+ p; M{
6 u9 k5 U6 a% D: C# l RECT TempRect={x1,y1,x2,y2};
$ {# ]. Y( T: k2 `# `1 P return TempRect;% x- k& h. K# i4 @; t
}5 C1 w! @# g) ^ g5 G" R
6 N) Y+ j6 Q8 G5 w8 l
void MainLoop() //游戏循环 b# _/ o* M8 X1 t: ^3 m
{
Y1 L! m A7 L. ?: q" O' S4 j, v BackGround();
* q% S1 X# h& `) e/ ? RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};7 m9 M* f. m/ ~0 k9 @# ]4 v9 M
lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);9 J7 r1 P4 J4 P% }1 Q5 x
' e1 Z" @) L0 Y/ Y! { if( Hero.x<0 ) Hero.x=0;
0 ]; G2 l3 ^/ I) s* z% m J if( Hero.x>640-32 ) Hero.x=640-32;
6 U7 |/ f: W) @- c" q+ s% D. G if( Hero.y<0 ) Hero.y=0;
1 X1 q8 w- T- o* u3 o if( Hero.y>480-48 ) Hero.y=480-48;
& E: f+ S# n3 a) ~ & N( e( t, m: _$ |
Hero.old_x=Hero.x;
) d: R# Z; h$ Y' t* L6 W Hero.old_y=Hero.y;+ I) R, A1 x6 c" X! Q- h; ?
old_SX = SX; old_SY = SY;$ ]7 y1 E/ c) i0 ?
}
4 j9 s! X+ O! A0 b& o" t
7 Z) i+ `% R: d+ y e/ C, i" V# _* g1 n' Y
void Delay(long time) //时间函数
8 h) |7 I5 M, ]1 ~# g+ e! r: W{2 b+ A) M/ m% O8 x/ i, F/ D
static long old_clock, new_clock; //延时变量
, l' r0 e0 C, \# j& L2 C new_clock=old_clock=GetTickCount();
) d$ M5 q& o& }! N. _ l" i while( new_clock < old_clock + time ); K3 _8 g$ s9 T. N
{ F, n( u3 A+ T/ C. ]- ~) K* W
new_clock=GetTickCount();
1 G5 v' b+ i6 J% R& n }
4 n/ E/ w& V1 h+ w1 g}
! R4 \$ M' [* j. K* }1 D' O* G/ f3 e; v' W0 Y/ l; {( b5 q9 m
, t! `% g- R1 q- R
: ?7 N: C: x6 i) b
: z- ` z- I4 E# D$ x//下面是dx相关的函数( i8 X( d5 \% e& j" D& F0 g
LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 1 v# r# B- L9 E, }% F* l, B
{: f, |" U! G) }0 k V, E# H2 N
HDC hdc;
! x, h! g% l$ s HBITMAP bit;
/ q+ N! l0 R( v LPDIRECTDRAWSURFACE surf;& E* y& J) l$ i D" X) b
& R% M# c2 M4 H' k
3 N0 P) e+ X$ g2 D6 N, F
) M4 ]! w! }4 P% q' f
bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,) f# z y/ P/ d5 k
LR_DEFAULTSIZE|LR_LOADFROMFILE);
* t+ ?% m! Q2 `( s0 z m if (!bit)
4 ^ q! k! m0 C5 u' T* x1 h
0 \2 P& f4 f7 _0 U6 u
* I, p" @ o' r E; V8 \
3 F$ C9 z# y4 i6 V0 T return NULL;: T2 K0 y, H x' c" \
5 r' W' B* A$ C3 f; c5 i
3 L% |- [; m+ Y1 E
) |& `& l5 t3 [# s7 u. ]$ U BITMAP bitmap;+ Z. r8 Y' v6 \* A
GetObject( bit, sizeof(BITMAP), &bitmap );5 \: |1 g; c1 {6 ?3 T
int surf_width=bitmap.bmWidth;2 A1 [& e7 G+ E7 X8 x
int surf_height=bitmap.bmHeight;
) o D; _: A: m8 w
( l8 G9 n" t* K1 Z! E4 f! c2 l* v7 ]: B- w; M
- T4 O+ N7 C- O2 m+ \9 k! @( O
HRESULT ddrval;
# n2 ? W, x8 c DDSURFACEDESC ddsd;6 I; T$ I( m# @+ Y# l) o% S
ZeroMemory(&ddsd,sizeof(ddsd));
! y" ~3 P! a' x/ m; f6 C ddsd.dwSize = sizeof(ddsd);3 |( V; [! c/ A- w; [# y( D* y
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;, t0 B. O5 O0 a( K, P, [* i2 J- S; R
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; / T' y% T! }' k: ]7 X# J1 N! i
ddsd.dwWidth = surf_width;8 U& P' h" s+ [8 f5 o* d9 F, W% M' }8 B
ddsd.dwHeight = surf_height; , M! h/ T' ]% r% B- T, }$ p$ c
v0 O! f0 y) P W( I, r5 A6 L: |5 h
( {! G9 v9 E# w% K; Q* Z
- Q4 c2 @2 B# c/ G. M8 U
ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);
+ D% q% d: X6 p6 E5 Y
6 a+ P- g* U. E- l' D9 R4 [2 f( v
+ a6 J. r. G. r8 c if (ddrval!=DD_OK) {! ?- s6 a! {, R8 x) K9 s
' s9 ]. K) K8 P
. l7 j3 y* K1 A5 y
DeleteObject(bit);
* ?! F+ d+ i0 V- L' w return NULL;
$ o& _: D G' ~8 G
. j9 c4 c$ a2 m4 a; X! `: s, ? } else {
: `3 ~ u8 q) ~* \
0 P! D e5 i( y7 C1 P) z/ p: r' g# A3 Q# [2 ]. u; B0 S
surf->GetDC(&hdc);
! e$ q( }& o, M6 @$ x# E. m1 E& k& Z% v# v
: j4 f; Q% ^/ K: @1 U" }$ J
& @- N8 H4 e9 ] HDC bit_dc=CreateCompatibleDC(hdc);8 R& p6 H) T# ?7 ~9 T4 W! w6 j* P, B% r) \
6 K* j+ }% }6 X9 ~7 {8 C( K9 E
* C1 E' A' B+ P6 @' i; v( _ SelectObject(bit_dc,bit);
' y# {- d5 m# |, q s& M( |% S+ u( e BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);- ^7 m; h, ^6 ?
2 Z. ]8 S8 B' w9 h: c4 |
2 ?+ @+ ]4 n% r5 B- |2 C
surf->ReleaseDC(hdc);
. n: U" `$ ]$ {% [, Q0 p, ^ DeleteDC(bit_dc);
2 h$ O$ k3 ` c2 K }
+ s5 ^1 I% c, `
* c m9 K( t, Z, H" E& e& t" A; p8 [) B
# u) h: P4 A8 y- W* p6 C DeleteObject(bit);
. }5 {3 i: p0 g, i; X/ `
+ l% \+ P, I$ B5 v) E0 }" Y+ g0 i7 E R# p
return surf;
7 y- o4 D/ c4 a' S} 5 L& b4 U$ d6 o
0 N% o( r" H( L
: @* n, S7 M, B& ]! P
A. p. }: Y. T7 H7 ^, [9 HDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 1 Z! N9 K* O$ P
{: r3 \3 H* D) e3 K/ w6 ]
COLORREF rgbT;
" n4 J+ m+ l, y- O4 W HDC hdc;
0 b: E0 D1 W9 a/ U DWORD dw = CLR_INVALID;& x3 n' \) W$ B2 S
DDSURFACEDESC ddsd;
& `% F: w# b# K6 S4 \ HRESULT hres;) X7 n( u& q: y' u+ d* W2 v& {
7 A: h7 n) k0 t9 n% x5 p" j. J
//. y3 U6 w) B [) K
// use GDI SetPixel to color match for us1 V: j! j# W0 M
//
L' u) k" l' B& d3 | o if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)/ w1 Y7 y& D8 W8 Y" }
{6 P# M1 m8 f9 J- w: `
rgbT = GetPixel(hdc, 0, 0); // save current pixel value! F' h6 {/ X) }. l# c B
SetPixel(hdc, 0, 0, rgb); // set our value
; }* w# y9 h& v3 m( b' l* y) g, R pdds->ReleaseDC(hdc);- K5 m# S9 a% Q2 M# ]1 [
}4 v% X: r& |, I% A# O9 p" c+ w8 M
/ |) b( k( ^; L* T& h //" R/ M% A% U4 n6 ^: d: r- ]
// now lock the surface so we can read back the converted color
* l, n2 Z9 z1 t" t# z/ g //% i- `4 P8 _$ s. w$ C
ddsd.dwSize = sizeof(ddsd);
+ S9 }$ H) ^& d2 T9 r: [ while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)
5 k3 u- j7 ` Q3 B/ O Z ;3 @# q* K6 N+ I% W0 S3 D
$ i3 J1 [# @, X/ f# n if (hres == DD_OK)5 G. }& @( S$ C& F
{1 [) o; H" i, G) ^1 M+ I$ {. n
dw = *(DWORD *)ddsd.lpSurface; // get DWORD
9 a T; n8 M) {- H3 d7 q dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp
5 `7 X6 q3 {; a8 t pdds->Unlock(NULL);1 r0 W( ]# @ C. N& a- X2 ~1 R( x
}
# }: x/ b) c7 J L& Y
3 E' V1 h) o: y/ ]$ t, I+ u //
& J+ c6 d6 j8 A. k! q" K // now put the color that was there back. ?* L D" g$ T( R% p/ H
//
" z, o9 P' H. H. u l* H: p if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)7 M# O% q! a m/ w6 h- V
{2 v. q; X9 |" x9 U1 v# x- I; B
SetPixel(hdc, 0, 0, rgbT);0 |6 i) I, b( z' Q# \; ]
pdds->ReleaseDC(hdc);2 P Z; U) H2 x
}6 b% W: d# n( F8 j% q
; s$ d: w4 @! h4 x1 P* y3 c; K! U
return dw;- [/ V% A; q9 Y$ n" z6 G
}
" y) B) D$ p2 A8 o4 {* l0 n2 P" b, Q3 d' n% S
/*
% p& Y$ U4 ?4 M' D8 \9 R5 k * DDSetColorKey
( u& a8 q3 ^+ h7 B! [ *
+ |. A( R+ F' |. D. P& z* @ * set a color key for a surface, given a RGB.
0 W1 K" [' r- o9 ` * if you pass CLR_INVALID as the color key, the pixel
$ o! s9 K" Q2 P+ C * in the upper-left corner will be used.
7 d" G( Q9 K& O; `: X */' a* t0 M9 P$ X1 A2 y: w
HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 $ Y. w5 W& C2 X8 _, V1 ]1 l
{8 c# M x/ t6 q
DDCOLORKEY ddck;/ N0 }7 x* K: Q
& u% T( q7 c' X# U9 B$ L* b
ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb); Z3 D5 I3 _" p5 t* @$ e: Q
ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;
9 Y1 _/ J+ `1 t8 h9 F9 H$ e# c& ] return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);9 M% C# f/ f# V3 I
}5 i/ Y% g6 A3 ^: R& T Q9 q/ ?1 {! E
7 b7 R, f% ?+ `: x2 g$ V& Y- O9 U
% \$ ~1 v* d4 l, G% b8 O
$ u; ~8 |5 H J+ K N! s; C我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!
( o7 M- x* J! j% U. S游戏下载地址 hays2002.51.net/game1.rar( h; k0 ]9 `3 T; J9 u
|
|