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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 / b/ G7 d* Y$ r( y# c4 q #include // DirectDraw所使用的头文件;0 [! Z3 s) Z# j H+ ]1 k #define MAP_X 64 6 L4 C: d/ w2 \" b, ~) k% h#define MAP_Y 480 L& P4 x1 l J // 变量、声明函数;( A; C! Y1 f, V( x LPDIRECTDRAW lpDD; // DirectDraw对象; 2 M) f0 J' [5 g; P1 JLPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 v1 m( J/ E6 g+ H2 L9 ]' ^LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 , G! i$ G" B h, H LPDIRECTDRAWSURFACE lpBK; //地图页面 2 \ c9 j7 u' T3 H LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 , k- y) ^( Y7 s; i, [. H LPDIRECTDRAWSURFACE lplogo; //logo页面 5 n+ ^0 s( N* Q: x LPDIRECTDRAWSURFACE lphays; //海斯 1 q1 _, j6 D! |4 K! V+ m + ^( A1 [3 n& K) Nint MAP[MAP_Y][MAP_X]={- Q+ T$ @- F, w3 s: C2 K {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}, - y7 x9 \: Y6 h- 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}, . R6 e, {# J F) y$ Z6 ?' R{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},5 r5 Q' A* i( X( O- 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}, - G; j ?; D* ]) H{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 Q" U3 K5 V/ I) C' ?{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}, - \4 u5 T) k% q4 ~& W) j7 \{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}, 8 X( i' p+ d+ K{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},* Q2 k6 a7 ]- V; e9 v {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}, " [# E) z, i. o! `' a7 F J{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}, 8 ?: s# y# v9 `; H{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}, # Y3 p. K3 T# s+ 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}, ' L8 d& }6 n$ [9 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},' I! w" c8 u1 `" l {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 |# A8 U W9 C U9 a/ 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},# [. m+ F3 H( |6 ^ {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}, ' p8 G1 l1 Q6 Y. E/ G/ 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},* C0 B7 h# D% O, P, Y {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, / I" Y* N1 t/ @* r 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},* E* g# h4 q) 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}, - s% d& z! L5 c0 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}, - B0 r8 q) i& i7 h7 T9 W) S8 H{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 f, K3 J; o0 t+ |5 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},7 ]2 S' i( T- Z6 }" n {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}}; ' g/ U( D# |- P6 Q / Q, u7 f) h6 s" T 4 K' r" r, x2 hint SX=0,SY=0; //地图坐标 . ?/ O! a& b. B) C- b 5 S7 _( X4 r, `( @* fint old_SX=0,old_SY=0; 1 t: @& r" n0 s ( a J0 ?4 y* h) w3 o) z! GRECT rect; //blt用的巨型 & a r9 Q# ^/ g6 ` int speed=10; 4 B0 l4 X- p8 J0 f1 U4 E, d1 c4 @1 [9 i& \; I, R, ?' ?, j typedef struct{ ; U$ o; v# k! t& r% S3 Pint x,y; //当前坐标; X0 b% Q5 c9 s' I* T, E int old_x,old_y; //旧的坐标9 I. M. v8 U7 A% Q { int Way; //方向! _7 I/ s8 o2 q, E9 { k int Stats; //状态 3 o9 _' a% _( ]/ W# |5 K}Role;; ^, ~, n( `, Q7 L- c 7 u5 d( ], }# }' E2 S; ARole Hero={1,8 d4 R) n: @, X1 s- Q8 { 1,' F# E b) W4 G/ [ 0,; t5 q! T9 j. i 0, K& x- K7 `0 ?/ t1 }; ?. `/ f5 b 0}; $ s, U$ @3 m O* m7 C6 g 8 p9 x( D! ?4 l6 }1 u" C1 [8 t, H( l4 _ ; k* m f8 l. f1 h * z2 t$ A( [+ S3 V ( I' z. Q0 _9 c3 V //函数声明列表1 K1 I4 Y I& Z% h' D 0 s. h- V. P& W4 Z- u! q4 jRECT GetRect(int x1,int y1,int x2,int y2); . ` Y' E" e. M) k" d- hvoid MainLoop(); * p! m; p/ D( h+ p* t6 q& ~void Gamehead(); 3 v a" @: Y" c" m& o: y+ i void BackGround(); 2 \4 R" P& _" J7 Y: ~LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);5 t/ d. x6 ^. r1 X9 d/ k7 z" J DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); 7 r( Y7 t4 b9 ^# s5 o9 lHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);+ H+ b0 j% @9 @ LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); 7 f2 g% |3 x U5 W4 Qvoid Delay(long time); //时间函数 , ^$ e- D- z$ K! Z8 u& s% OBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; 9 D8 q. ^5 F5 c# ?8 v9 HBOOL InitDDraw(void); // 初始化DirectDraw并且打印字: H$ }' R: i, X: L #define SafeRelease(x) if (x) { x->Release(); x=NULL; } * }2 b+ ~- v/ x0 b; G3 Gvoid Cleanup(void); // 卸载DirectDraw函数;) b$ L( { P3 g. _$ S( m * ^! t' K5 O2 u8 ?7 U 2 m/ F: E6 Y1 p* U) H3 q 4 W9 ~/ T5 `! C- ABOOL InitWindow(HINSTANCE hInstance, int nCmdShow)% _! K6 X5 N/ t {: ]* c5 N4 R8 ?0 o! {( n HWND hwnd; // 窗口句柄; 6 l3 Q1 V% F/ O3 Y3 I: p o W$ E1 L WNDCLASS wcex; // 窗口类结构; ' [# r: }& y+ j. G 4 z. K, V- u) P9 B' t/ m // 设置窗口类结构; ' `7 s! G( c& q. x wcex.style=0; // 风格;, J3 I% W L# a wcex.lpfnWndProc=WinProc; // 窗口处理程序;. s) @" ^2 |! G' p2 K! O, B wcex.cbClsExtra=0; // 扩充风格;3 Q( L2 m9 A' T+ U wcex.cbWndExtra=0; // 扩充程序; - x* m. Y. J0 \+ g, I) y( y: ~( p wcex.hInstance=hInstance; // 应用程序hInstance句柄; - o, G3 H1 |; c+ v# R T5 T# q+ X% ^3 K wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; P$ y0 a$ s, | wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;1 f3 ?3 M0 F6 P wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;( H P& X) b8 k1 P2 [9 @$ @: X wcex.lpszMenuName=NULL; // 窗口目录;3 j0 k) G* Z1 B( f! B wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名6 C, N7 [7 R1 {* M% A& a* |# q // 注册窗口类; 2 p# J* }6 [4 Z+ }, V4 C RegisterClass(&wcex);, Q7 K% [9 K; p$ s L7 t // 创建主窗口;1 K* H; e0 ?% z& ]* f: @ hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, * u7 J B) H8 k% c: F 0,0,GetSystemMetrics(SM_CXSCREEN),! D' `& W! q: K- ]1 m GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);: s- t4 B0 d! J7 s6 k, h4 M if(!hwnd) return FALSE; $ j$ |3 I) V; A: V+ V { ShowWindow(hwnd,nCmdShow); // 显示窗口;9 u& d u# C1 x p UpdateWindow(hwnd); // 更新窗口; " v, K, v& g" U$ K8 x8 W" F * P4 k( y$ h; G6 E( J SetTimer(hwnd,1,30,NULL); % b+ v) k0 {; f8 \* R. [8 a% D& \ / P/ e" x. p! n9 x; w4 _# }1 V4 t return TRUE; 0 a: T4 M _8 F: g4 |9 Q2 ?' {}& ^+ I2 c9 p" s7 k: D+ d ; @, y) M1 @6 |+ x& j, b% @/ G LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)$ I6 I8 y+ y0 W { . t, h: O$ X( Q* t( @4 k! V {7 A1 L switch(message) & a$ {' O$ x, T. F. }2 U {. K' |3 L T( f( { R& g8 ~ case WM_TIMER: 6 h4 U0 |; ]) h) ~4 | lpDDSPrimary->Flip( NULL, 0 );: P/ n, t+ N/ z. l O0 m6 C9 W break; k0 l% h, u& v. j% c; x 0 S& _3 X7 }6 |( b case WM_KEYDOWN: // 如果击键;/ U) T3 ^5 h. k+ I2 R w: m) q0 f switch(wParam) - U/ @" d, Z; Y3 @9 F8 ^9 \ { 4 h1 o: E- ]$ t2 w case VK_UP:, A4 X V2 _& g: r% i Hero.Way=3; ' x, G8 s, i/ O' _' {# ` if (SY<=0 && Hero.y<=240) //往上走 ! t/ A, O+ M; s1 |7 W { 7 @ k4 c, i5 T SY=old_SY;" i. o* W3 p. R Hero.y-=speed;, z; Q5 y8 K/ K# P) E }: e" z4 U7 U3 j4 u W5 v5 X. A else if(SY>=MAP_Y-48 && Hero.y>=240) 5 q0 y; z# |2 n! b2 s; x, x { ( ~6 A j/ c$ b8 ? SY=old_SY; 0 y1 ^- i; B( W Hero.y-=speed;- M, i8 r9 X9 Y3 Z } ; }& Q j y5 J' Q else SY--; 3 M S( w5 l1 S/ t7 w 6 R7 S( B' o5 i& j break; $ e; N: g; R/ _/ O6 ~; R; x ) K9 s* @& c6 H# d& x case VK_DOWN:2 K8 C+ K2 M, p# e% N( J4 f Hero.Way=0;8 q$ f: r. V* T' y) c if (SY>MAP_Y-48 && Hero.y>=240) //往下走 1 k4 |8 P" B* g a2 O" P6 r {/ p& E a: h% m) S3 t9 i( @" K- a0 U SY=old_SY; $ D+ ?1 i2 F" ?7 u" {$ c% @ Hero.y+=speed; - e# U5 l s: D' x3 p9 p }$ p, t: [6 m1 v2 A( S2 v0 c# K else if (SY<=0 && Hero.y<=240)7 {+ F( x+ k3 f9 ? {& f+ p) E$ S, |* G SY=old_SY; ~8 n* o* z6 M" o% M6 F: s) J& f Hero.y+=speed; + C4 b8 F% T, y+ G }1 N% l- m. o$ w2 r else SY++; 5 m0 t- m7 E z) I8 Z' ?' @5 z 1 F" O1 r! Z2 k8 x6 W8 ^ break; - J* H" d2 G A* a" p5 R ) ?1 z$ Y. i8 _' q case VK_LEFT:. V' o0 n% J3 A- W) V Hero.Way=1; 5 l s2 c m9 J if (SX<=0 && Hero.x<=320) //往左边走 2 y. s! g5 {( d2 ^. R: {+ v: c {0 M, g( a% q; O! @ SX=old_SX; ' G3 ?# }* S: `% D' Z. U p Hero.x-=speed; * [* |' T# f6 p% R( K1 P+ K } , Q) k- R9 r: \2 J) H else if (SX>=MAP_X-32 && Hero.x>=320)8 L5 V. D+ ~$ _4 B {6 t+ b" \4 P m% } J SX=old_SX; 6 F" Z% K) c' ~+ L7 N Hero.x-=speed; : Y/ K1 ~, l6 h# A4 Q6 d } 1 N$ d$ v5 t6 c( R/ \6 n0 J& D else SX--; ! P. x4 i+ {& R$ H# g % z& e) {1 A, d8 g/ e, g6 \0 V6 F break; u( Z4 R' X* C4 i/ ]7 T 0 N, L% t( h: @5 O ' }. Q2 o; s' f* H( K2 `' U case VK_RIGHT: 1 _, P7 v( Y6 G! k Hero.Way=2; " `+ l5 o: h) |% ?) r; B; y if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 0 t7 { Y& O& n; Z7 h1 J8 g { + t/ @, h5 b' E! S8 X3 X SX=old_SX;" S2 I; |; \- j% A) z! t7 Z5 H- ~ Hero.x+=speed;8 C4 ~; m$ ]& ^8 h& T% y }; h$ a! B# C w- o" x else if (SX<=0 && Hero.x<=320) : g8 y& c) @7 H: D K2 r- _( g A* n! P { . T. ^/ y7 q; @. v f0 h+ z9 U SX=old_SX;2 i) S% `" M. m2 M Hero.x+=speed; : `0 z8 A. B" a1 R }1 t( X3 n: F% ` else SX++; i, e6 z% ^: f4 P B8 Z3 _ + ?1 a, I" y8 F7 ?8 V3 w break; 4 X/ K% e+ |; h/ |: b3 [# v } " r8 W6 M' g7 R* F. G , V* l& [$ _: q4 N/ E9 b/ E. K , A+ O* R4 s7 @8 m) L Hero.Stats++;2 h) B& i& v7 r" }. k if( Hero.Stats>=3 ) Hero.Stats=0; $ m* E" P9 f0 G1 d # G. k) p! C, I2 } break; ! N3 c, n6 c7 Z# x# Q) ^) l# r 1 G2 Q& V. s9 p! b case WM_DESTROY: // 退出消息循环; B \! I6 z# r% |# j4 ^, _ Cleanup();* Z; ]" z3 ~- Z) S6 V7 d. A4 t PostQuitMessage(0); ! f7 B! k2 G8 G3 y. z, n9 Y0 J break;. Y. m% D9 M3 [( _$ a/ a1 s2 l }! ]# R; q/ T7 f5 d4 K }: V! ^ // 调用缺省消息处理过程;3 C3 Y/ T- R! X# B: R4 \ j return DefWindowProc(hWnd,message,wParam,lParam); 5 @# P4 @3 Q& W}# c4 w1 p/ j; J( R; l' j 2 R; j; K& {: W) H2 ~// 本程序的最核心内容,即DirectDraw的基本功能与用法; d6 s5 a2 n- T/ g BOOL InitDDraw(void) - I% Y% V! w& G5 s8 ^{ 2 e* [% a3 a$ @- n# g DDSURFACEDESC ddsd; 7 r. V% r# W8 S* b* B5 L HDC hdc; : w" a. w1 H' Y+ f$ N$ X DDSCAPS ddscaps;) b1 d3 \$ l$ L; a: o) f // 创建DirectDraw对象; : f" ^" {9 M4 @& a$ s7 @- r O8 w if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE; 2 X+ n- ^% ^1 y. Q" H // 设置为全屏模式;" d; y" s5 B0 W" e) s, k if (lpDD->SetCooperativeLevel(GetActiveWindow(),% y1 Y, P" B% \* A+ \! I4 |, M DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) 1 J) y) W% ]+ |; r" ~ return FALSE;" z; D# Q# [' w( v* ~ // 设置显示模式; + ^# |# G3 i4 h( w if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; 9 |, H5 \8 x! S; ]9 l8 o8 Q // 设置主页面信息; - f8 M. a' m) |5 K4 }2 q! r ddsd.dwSize=sizeof(ddsd);5 g, l- } E. o" r8 v ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; % e6 n2 i- e2 J ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |' K) \9 Q% k2 c3 i DDSCAPS_FLIP | ' N. V+ T! {, j6 i DDSCAPS_COMPLEX;: A( Q+ I A j( i# s% y( z z- C 1 j! j- E7 c$ T3 r9 y- y ddsd.dwBackBufferCount = 1; " \( X9 `8 _! T& e" y n - T; B% M2 q1 F( s: d; u$ @# Q // 创建一个表面,类似开辟一块屏幕大小的显示内存; % H6 z/ \7 c! q) o& ] if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) 9 _- x& h: ?! E6 p/ ^ MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);# P" h/ q; A$ @$ E / P- L7 a9 t- i9 x+ ^0 k ddscaps.dwCaps = DDSCAPS_BACKBUFFER; , l- r$ k9 z4 e$ } if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) ' O8 A* ^; C5 r/ r7 ^* e1 m# G MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);+ r2 H' x, @# L8 E2 [0 N 7 R9 w1 F- b0 l" f* H0 m lpBK = bitmap_surface("map1.bmp"); - H4 T' h1 s% ^- |! P lplogo = bitmap_surface("logo.bmp");' w: k8 U3 V7 I% {2 D7 c lphays = bitmap_surface("hays.bmp"); , n6 x8 ]" X* R lpPlayer = bitmap_surface("PLAYER.bmp"); 4 C5 p& G8 r. L7 P DDSetColorKey(lpPlayer,RGB(255,238,187)); : E/ Z+ _! T1 Q) A! {+ d/ h6 C9 D 5 V# p; b7 Q5 h3 W. s6 b7 T return TRUE;% [; F) [! g8 u. ` }0 W, ]! w) h6 [) g# c+ K3 e 6 W5 Y( Q. ~+ M void Cleanup(void) / G+ T* c b/ M: y4 H% k{ 7 n/ c( P+ | U ) k6 \3 j- {9 ?+ N& M! L SafeRelease(lpBK); / r Q- \% p* s3 A0 d* c8 b SafeRelease(lpPlayer); 2 o( n. I* a8 L* r- T8 P SafeRelease(lpPlayer); 9 r: z$ L5 h8 e7 t SafeRelease(lpDDSBack); * m1 {. Z& Z) z, m1 [" Q0 y1 q# p SafeRelease(lpDD); p; n* F: J3 {- a& Q SafeRelease(lplogo); % i- u, _$ ]6 g5 V/ Q 0 s, N/ q3 Q* \$ l7 D! I}& G( V7 v. k4 I) w, B ; l! j+ m6 G' y) M* E# ~/ ] // Windows的主工作函数,类似Dos下Turbo C编程的main();. K1 ] @/ G" d* e+ v5 M0 s int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,! u, r q: r% B LPSTR lpCmdLine,int nCmdShow) 2 X: O. D4 O& B, A' x{1 l' {' z% R- z& Q7 s5 t/ J# g' ` MSG msg; , l4 c2 h" ?# J9 [. T" m' H v , P% t. S- S% e4 K- z // 初始化主窗口; - v; d* A/ n/ b+ \1 O+ R if (!InitWindow(hInstance,nCmdShow)) return FALSE; $ H9 j4 l2 I7 Q' l4 Y0 C( w 8 A) E4 b9 ] U" ~ // 初始化DirectDraw环境,并实现DirectDraw功能; - V* `9 I: j' J9 ]1 Q. k if (!InitDDraw())4 l$ \$ R; p) Q6 N' ] {6 `+ h; ~6 ?- k' m Z MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!", 3 i7 Z1 `% M& ?4 S6 W' E8 f "Error",MB_OK); 6 O/ Z" t' h& n( ^; s void Cleanup();9 U' m; r' } b( X b DestroyWindow(GetActiveWindow());, X2 j, u' Z0 v* F7 b return FALSE;7 o6 M; q E; c9 k: o8 F }+ U5 Q8 u1 h- w% c Gamehead();; u) R0 u0 m* C1 @( c: p 4 d1 ?, N( H+ H. c5 e // 进入消息循环;, U2 g) d, l; `! V% b1 b- k while(1)& G; J1 l' {+ _* R1 I0 K {1 I" g5 \; |0 O' z if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) - j s- K% X4 y' N, B, K { / `2 L9 z; _# o& o: Y5 I if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; 9 v" s) ~; p3 R* n1 X3 @ TranslateMessage(&msg); : w( _$ j. x6 R* d) e/ | DispatchMessage(&msg); ( S( D k1 m3 Q. u5 T4 i+ l0 [' ? } 5 Q' f$ X5 ]3 K1 K else$ s2 [2 w- f( W/ P1 J& m MainLoop(); # r. j: _# Q5 C/ }4 _ } * j. L: \! U; g9 E1 z+ k return msg.wParam;* s( ?! i! }1 J: N8 |; T } 8 F3 g$ r4 D5 w& Y$ p$ [ 9 Q' z# _0 b' Z3 w: z6 A, q# f 5 V2 ?: s+ H5 _% t//游戏需要用到的函数 & A0 c( G* G7 u6 m: A( c$ Y3 m % J( ]0 }9 l0 e( f$ Z * ~/ a: I# L* S# S- F ~" U A; J. O% Q void Gamehead() * k7 }) K. j7 s+ ?1 q{ . Y9 i& ~& c4 L, F! Q5 Y RECT rect1={0,0,178,145};% B% H2 d' z6 e- e int x=80,y=100;' D% y5 l: q$ v9 _ int i;5 n8 _' s) I. d L' o1 `- H; N' Y9 u s# d/ H! q+ r9 A lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); ( _6 q! Q6 t- l 5 Y0 N) K( e e: ^ for (i=0;i<6;i++)$ T, U; c' X( w! F4 } {% @' ^ l4 ]! @+ [, s$ P rect1=GetRect(i*65,0,i*65+65,202);9 e6 d3 |+ T+ t- W; V lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY); 3 G0 N2 o8 P+ h Delay(500);/ P% V6 x; H' L/ m; A/ z }: S2 x% _% e+ O0 r 8 z7 c, \, W: C8 D Delay(3000);6 p0 ~, B& s& x' [' W5 B } + I5 S. w4 w: H4 J# Y, x / O+ X# o9 R/ r- Pvoid BackGround() //画地图 + t* ^# v& v7 X' Q( X0 l{ {; m/ {6 R. A9 K int i,j; ( g. Z) F& D) y" Y$ X for (i=SY;i2 j: O3 X! c$ n4 W* a+ E# M for (j=SX;j; U4 g; O- \) P' Y; s A9 B7 s3 w if (MAP[j]==1)( I" H/ \. o6 p# [& N2 z! E8 O {! [" Z+ ]' l ]3 } rect=GetRect(0,0,32,32); 7 M1 V0 D# N4 {: K1 _5 [2 Y lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);8 G' R/ ]1 A1 l5 \4 Q0 ?+ m; \4 o } 7 U- s/ U) n7 E9 r else& a! E/ [" g( J& {+ X { - p) T: j" [& K rect=GetRect(0,32,32,64); 9 u! o& A7 x, H: G. `2 y lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); + x3 r: j( s9 u& Y- [+ ` } 7 h/ @ R$ I* v2 {+ L}. g2 B3 k" h7 V; Y! \: @, v 3 }3 a4 H8 t: G) D% \2 p( Y: |: { RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 6 a6 {9 f. ?5 Z7 e{ & s l: g/ h# Y RECT TempRect={x1,y1,x2,y2};% n6 C6 Z. r+ ]( L+ V6 m% n* _ return TempRect;+ y9 k- e1 M7 { } % B2 M6 p9 U* H/ U% I) W7 L/ ]% `) K. W6 f/ Q- f! D. Z: N void MainLoop() //游戏循环 # q1 P1 o1 h; V9 [# p0 I {3 X- V9 T1 F& B- M- @" \$ f BackGround();2 s3 _4 v- ~, h) Q# i" J# S RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; 3 j0 I5 S5 H, A lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); , |2 l2 I/ c+ P0 r' x2 }5 h& e & ~3 O( n* y! b1 C' S if( Hero.x<0 ) Hero.x=0;5 u2 d- w: z: T2 g4 ^ if( Hero.x>640-32 ) Hero.x=640-32;8 Q5 q: ~" v3 W; P if( Hero.y<0 ) Hero.y=0;' r1 Q% A; Y' X$ g# {0 \! C9 G if( Hero.y>480-48 ) Hero.y=480-48; / r3 j& H" K$ b8 u0 Q6 P3 I) S $ E- A: }7 C3 x% ~7 ] Hero.old_x=Hero.x;5 e$ K7 i* [2 V0 ^ Hero.old_y=Hero.y;: N" M. i* I5 {, r% M old_SX = SX; old_SY = SY;0 h, `1 {$ Q1 P# V } 3 A: f% H, c$ E9 g" B! D5 v5 t % m$ |) h- |! R1 t5 x9 p + A* R$ H' L% c$ ?' e: N void Delay(long time) //时间函数 2 V; B, c6 T& U) G# |" l{ 8 ~- |" b5 Y$ ^3 H static long old_clock, new_clock; //延时变量 : d: F9 l1 L. a new_clock=old_clock=GetTickCount();4 u) B( S& n% }2 A5 ? X7 p, H: u while( new_clock < old_clock + time )( t) Q: L% P, c- e) M {2 X; a$ x: \% b new_clock=GetTickCount();% g* w1 v T) F& v1 z! l } 5 ^4 r- c7 J3 u0 v( a} : n: Q% p$ X3 l2 W" _% X( P% ?' p1 T: F2 x6 n7 P) H4 ~ ( k' d1 I: B1 v/ W! m3 ~ b+ `4 y! c. G+ h( Z( l 9 C3 e; ^; c; J) d/ d6 Y0 N//下面是dx相关的函数 : f; @+ c' h/ h( p' d6 h) b8 O* l9 `$ eLPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 * A% k' R0 j* T3 g0 p c6 a4 d { 4 F: I W: n& u5 ?# M: V7 N$ L3 e HDC hdc;- S7 d/ h, I& d: s- _ HBITMAP bit; 7 V4 R! r8 H/ `6 H9 R& ` LPDIRECTDRAWSURFACE surf;* T4 J4 h* Z# x0 p , l, x( _8 f" e# T+ {* O Y ' X* ?+ o! _/ O% { ) G# Z7 w8 b4 {* T3 T bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,$ V) q3 N' _ @& Q' W2 f$ W3 t6 L, R LR_DEFAULTSIZE|LR_LOADFROMFILE);/ H0 F) Y+ j( G/ h/ b if (!bit) ' \0 |3 c# e& `8 ~6 w' t4 P& b& b$ |6 I# N9 q4 Y1 E6 C 2 j" u! u5 d# \1 u' {* E' R0 D. a0 N8 n: p* X2 S, n3 i& _ return NULL;9 z& J8 c( t* L( x 7 w. S# d. \* h; \* o4 p( r/ a/ r0 o- O 1 P; H, _3 W7 J/ |6 L( c BITMAP bitmap; : q& B( M' e& g" I; n+ [ GetObject( bit, sizeof(BITMAP), &bitmap );/ g; K6 K0 ^; d! ?: Q int surf_width=bitmap.bmWidth; - H5 o/ J; a6 ^* L% t int surf_height=bitmap.bmHeight; 0 S* Q2 o2 s+ ~$ c/ t0 x* q+ k. i# b) ~ $ }& _% \: j5 K; M( ^- m, c8 M. Q* r" s HRESULT ddrval; 5 ^2 ~, @' @9 Q8 \ DDSURFACEDESC ddsd; % Z* c9 \; A- ^" A ZeroMemory(&ddsd,sizeof(ddsd)); 9 L0 c5 t* W+ ?9 m; |8 v( L7 t0 A ddsd.dwSize = sizeof(ddsd);' n/ V# ?3 X, G ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;" h5 [- x/ F+ r8 p' x ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; : \# g) `7 g& `; M& H# ? ddsd.dwWidth = surf_width;' u* X3 Z8 b1 V7 g9 X% `, o. s ddsd.dwHeight = surf_height; * Q0 V) n; ^5 k( r+ K+ w j% j2 i : c1 J: ]; {* z; Z$ g1 W0 B5 l4 Q8 f6 j- ` `' g( |: b% r( l% E3 k! q ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);' A4 P3 G) u, x # ~0 y7 s! @) d1 a: ?1 B# i , t, M* ~2 C7 x if (ddrval!=DD_OK) { + y' U: \ g7 g, x5 w7 m9 o/ D6 _ 8 e( U; B1 g) A5 {( b6 z* J# o1 o$ B6 S( M$ e DeleteObject(bit);) J1 V: _6 u* l: @ G' t' E8 y, u* { return NULL;: v; G0 F9 s" z / w2 D' N+ i1 j8 w- E1 y+ q3 |! }) V } else {8 a' V2 V2 s& K, O4 C$ y 7 @0 ^/ \0 T7 O" C x / A0 S3 d& c& [' m1 g- w5 I- Q surf->GetDC(&hdc);4 H" k+ H6 K/ K6 h P7 u0 q. m! a 4 O) @- B" | A" B " Q( a, l1 t- Q/ V: { 4 f/ ?% d" ~# k HDC bit_dc=CreateCompatibleDC(hdc); [; U: k% b2 v* p/ ^ : q$ S4 U' j8 m; K, p * {5 D# v3 \( N' g SelectObject(bit_dc,bit); j2 y9 P; r E7 H9 X2 n- V6 F BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);! U5 ~8 r# \& e7 b0 b! z, t9 K1 Y % I- ^4 _6 P0 P& l1 l; @3 @5 u) u ) F1 d1 V" G% l& E a# |, `6 a surf->ReleaseDC(hdc);6 A, Z' }# b3 R( a' _' f J DeleteDC(bit_dc);/ t4 f& @7 `* b0 M' v/ M2 f' y E } : k( n0 {, n% R1 u! f+ m% t: U q" {( Q& l: B) v% ] + ^( {$ [7 d3 ^; f: k( p$ N 3 G3 @" g1 f6 {8 B DeleteObject(bit);/ L: S4 s8 E( A/ y, U ) q" r h4 u8 ]. @2 t 9 H5 Z# @* ]* g return surf; * i9 ?9 T) E0 b} K1 J2 j% g# B: s5 f 8 H6 }8 B5 C% ?1 Y' ?: c 5 s* Q! U5 ~" J2 A6 a- v; w% x/ ]# u7 X+ A& n' W7 n DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 - D! `* t$ E/ O3 w+ I' C/ s {* g2 v- Z/ k. j2 m) l3 L COLORREF rgbT; " w; z1 h( p$ \& [% L- @ HDC hdc; 2 V+ I- e, J* P3 t, g) X DWORD dw = CLR_INVALID;% _3 z# Z" v( ?, M DDSURFACEDESC ddsd; 4 l5 S( L1 m0 b: b HRESULT hres;0 z0 ^2 |0 M z5 M. b # f0 _/ Y W$ [$ X) L // 2 b7 z* P' Q! |) P" D/ Y& @ // use GDI SetPixel to color match for us$ T2 Y, o, e, ^/ v4 n( G* M" u' L // 3 L" C% m( r3 t* a' ~- L+ w if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) ( f% p9 N# k0 n! C, g" O: Q { + b# ^/ Z. B0 F4 @% x& S. V( N rgbT = GetPixel(hdc, 0, 0); // save current pixel value1 x$ V g& L$ Z' X SetPixel(hdc, 0, 0, rgb); // set our value # Q, ~8 t, E* E( X pdds->ReleaseDC(hdc); 2 f6 Y; k F0 \7 e% W/ J } 5 I; v% `0 d. B- N8 ?( m7 Z2 b3 c' M- J& l5 _' w5 v K/ R; Y7 ? //4 \6 A2 r2 w- l- |$ V // now lock the surface so we can read back the converted color 8 R( L( Q; {" Z& I: N //! d* C9 \' b; r+ p$ ? ddsd.dwSize = sizeof(ddsd); ( x: m( W! [; Q7 h9 l* g! q while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)5 a5 O* J1 a! |8 a* F8 b ;- [* `4 M/ C) C# k0 ~ 0 D. G" [ v+ m" H0 }- |% M/ B6 |5 x1 T if (hres == DD_OK)" G" g; r& q9 X, A {7 t* q* P* b) u1 t4 c# E$ ? dw = *(DWORD *)ddsd.lpSurface; // get DWORD M, o/ I2 r# P. l2 ]# h- Z dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp7 n5 H6 R0 R) ~: W! [ pdds->Unlock(NULL);6 B, ~2 F0 e. O$ @7 V } " u. }7 e9 b# m 3 l( e! ?5 T7 w; y& W& A //" o# y1 L P, \' R8 T& m // now put the color that was there back. ( B/ u! `/ ~/ O2 S- L& [5 ? //0 U7 O/ R5 n1 t" s/ j1 Q if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) # j+ I- n- w+ q7 S: _7 ^2 E {" U; W; Q* v6 \( x; X# A/ u SetPixel(hdc, 0, 0, rgbT); & B; s+ U3 L7 _ pdds->ReleaseDC(hdc); ' ^: p% `0 |5 O# u! i+ p }3 J, a9 C; R' G1 a' u' H+ | ) e+ ]1 V/ @$ M5 K A1 ?1 H8 f1 u return dw; - f$ |2 F( W8 A; F: R; ]} $ ]' T t1 |% t% d; B) f9 ?4 L/ [ E" g /* $ V8 h, q9 q+ o& A6 _. A, q * DDSetColorKey 8 K3 F( ^' }0 ? * # H( P9 w3 s2 }# J! g * set a color key for a surface, given a RGB.& e( n# d% p6 K% p9 T * if you pass CLR_INVALID as the color key, the pixel# t4 ~1 j( E3 \ N7 X * in the upper-left corner will be used. ) j4 E9 y- u3 H: A7 `4 f. T */9 ~) n1 O: l# k8 V HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 # c' Z8 s7 U) j1 l d% @& ? { ! y% E6 ]4 l2 o8 l DDCOLORKEY ddck; ) s8 r" q+ e c. v0 I# i" t 3 L8 a1 U0 a( l+ Z% E$ @$ e \ ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);' b( y( H& Q5 W9 m E2 x% h ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; # `7 |3 q0 K2 u* ?6 i, _: g return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);* G e% `( [, X Z3 G }. o A* o: b4 N/ v3 n& B( _ 2 k4 u3 W. A: F % c" y3 F2 U1 j3 W [* x) S) s* L* `6 g3 ~. v7 y5 t) e 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! 6 d: s' e" v f4 z9 C游戏下载地址 hays2002.51.net/game1.rar4 O: @1 Q3 e8 N) i2 U
    分享到:  QQ好友和群QQ好友和群 QQ空间QQ空间 腾讯微博腾讯微博 腾讯朋友腾讯朋友
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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?3 H, M1 K0 a$ w) C

    + \) O7 H: ?8 W. w1 ^- a4 R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。
    ' @. ~" I' r2 Q+ h: Q9 Q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:: ~% K: k% }- b7 D. R3 ]) b6 T
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

      y* ?; c% m; b2 j  e" q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9 U. q5 h+ S8 Y& B3 T2 _) `
    / k( S5 b9 q7 {2 _# u  k8 s! z
    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:
    % ~2 ~" \8 c, G( C! A% R% h* v绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    4 Y$ ^2 `8 V, j$ @+ M4 d4 ^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。. B' q6 E9 O5 D9 O
    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" x, P6 M5 W9 l4 E- 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。
      n- u$ M' m, [1 Z; T" {. m8 \* A& y

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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
    . X% ]/ K3 e$ D, Q4 s0 ]9 A" A另外好像是用mfc还是什么的,mfc总是把我盟在雇里  ?1 \; \3 |+ s. Z& ~; b- K
    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

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    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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