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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 % k$ v0 D: b5 O% ? #include // DirectDraw所使用的头文件; T/ e) ]/ \% O! o& g7 T6 R #define MAP_X 644 N/ q D- X' h4 `( ` #define MAP_Y 48 - [+ d7 S( m, q8 B/ x5 q9 A5 p// 变量、声明函数;8 i% C' e/ R4 D" {. n6 E/ w. ^; l LPDIRECTDRAW lpDD; // DirectDraw对象;8 ^! W; y- S4 F) x LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 , j2 O( p2 u+ A- F/ p) X NLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 ' t/ O. ~! I1 sLPDIRECTDRAWSURFACE lpBK; //地图页面 |# Y! [" }( N4 q2 R7 a; H LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 5 ]4 z% H& c: K( tLPDIRECTDRAWSURFACE lplogo; //logo页面 9 P }2 c; J O& I+ @. ^ LPDIRECTDRAWSURFACE lphays; //海斯 e# r7 F' a1 I, C* x 1 q8 N* }7 ` u1 R! ^int MAP[MAP_Y][MAP_X]={ ' B, p5 P- j. h$ x7 C+ \4 R6 ~{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}, 3 S. p0 r; A% c4 B{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}, F6 |! Z% B& H# D$ K {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},. l r$ w6 s1 O/ V% c6 I {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}, ! H7 o. n1 b J$ E/ l/ ]/ _& D7 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}, ) l0 `. H, r, m$ {{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}, 2 P9 |$ g$ C9 ^4 Q6 z{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}," o# e9 c" \, F" N, u9 @3 d {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},7 S( }" o6 w+ o% _$ g {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},' k# m9 ~* U1 P/ y6 R% s$ P {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 N* a% G9 g. Y j+ s: w{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},$ F, r; c5 f+ W5 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}, , i" J" L( V" u% r2 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}, 3 \1 Z2 ^/ P) M3 M1 z& 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},% o& `* Y" p: }" B, P {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 \4 l$ j" b5 U9 V+ {. u/ 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}, - I% i, Q* l; 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}, / T n8 o% _. u8 L& 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}, 1 t/ e3 b6 ^% _% _$ @{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},+ \; K# w5 w; Y8 I! u! Q {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, + F; ~ g7 g0 T4 t, O4 P, K2 w( T u{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}, o! i4 ?2 y& x, 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}, 4 Z/ i& i3 ]& T" Z* {{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% h1 I' d( m! o ^{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}}; 8 j$ n5 Z9 ^/ x ( k- m' q# G* Z" w6 y p y 2 O" r$ a& o+ `; x" I; `7 N; K int SX=0,SY=0; //地图坐标 % N2 f1 a" |) Y 7 F# P: u* y5 b4 Q4 e8 hint old_SX=0,old_SY=0; 3 P1 ~6 |4 ~0 E* M0 p0 L0 o8 l & r0 M! e8 O% ~, N: J5 {RECT rect; //blt用的巨型 ! U# e7 w! I1 x4 _" G int speed=10;; J# ?, ~7 [& Q/ B 0 K( m3 p. @4 W( p typedef struct{ n7 e& J3 h) c6 r6 e! Lint x,y; //当前坐标 . _+ L( I& g& C! H9 O' T. ^int old_x,old_y; //旧的坐标 + U$ S/ |3 f8 j" o' x1 ?int Way; //方向 * ]- y: t. L H6 I Qint Stats; //状态0 @ f* q! }( I+ Q. U; M }Role; ( N# N+ t0 c7 b3 ~ : r/ V- i3 s8 C+ }Role Hero={1,* x# g1 x3 B6 q) q6 ] 1, 5 U% \" Y! N; k' o' ? 0,2 A) t7 v! C! u" h" \, O 0, ' z- R- P6 D0 l- A# S' ^6 S2 `' [! N 0}; $ G( ~& V' W: \ 9 \! N' r9 R- |$ p* W' C+ w, a ; o5 w$ l! a6 ^; f9 W3 X" `1 \ - |+ ]* U3 Y; D- Z 2 W1 p$ w! s8 F7 I0 i% f 2 W9 g0 O) n/ A1 c1 U2 p& M0 B//函数声明列表 : l1 U1 j; k+ a$ T/ i+ { # n6 p$ i' A7 w) L6 c" X RECT GetRect(int x1,int y1,int x2,int y2);# B5 C# a; K" g/ U: { void MainLoop();4 F: }' |% d0 X2 k( g( h2 ~+ U D { void Gamehead(); 7 t. T# e- w: c4 e! C! Cvoid BackGround(); % Q" }0 t( t' v+ D5 V LPDIRECTDRAWSURFACE bitmap_surface(char* file_name); , C8 _1 U; e4 a4 c+ DDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb); . w6 A ?# P6 G" n* g8 A$ [1 a+ lHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);: `: d+ a- ?" N) W$ h LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);; d/ C1 @8 D, u: ^0 z) ? void Delay(long time); //时间函数 9 [! V9 W" m# e' }' ZBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口; 2 s% f) @) z; N0 t' S2 y% `% @5 ABOOL InitDDraw(void); // 初始化DirectDraw并且打印字 E; g6 }# L+ @& ~2 T3 O. H#define SafeRelease(x) if (x) { x->Release(); x=NULL; }( T' c- J* e4 T/ a7 R! m void Cleanup(void); // 卸载DirectDraw函数;9 k* P* v$ O% H 3 |) c- a& _0 O6 Z 7 Y' X7 w: E4 I( Q+ ~* J5 w * _; C, t" Y+ e6 n5 P BOOL InitWindow(HINSTANCE hInstance, int nCmdShow) % f: a( }0 U' q. U3 k{! e/ B5 c* A( `- N( D$ J6 l HWND hwnd; // 窗口句柄; $ @1 e/ }4 q/ ?& E# B: N& d+ y WNDCLASS wcex; // 窗口类结构;, s! F$ s, k8 W: ?& b. O) u % B5 S* I; |! D7 e // 设置窗口类结构;+ X/ f3 t, l/ F# L: S% P wcex.style=0; // 风格; 9 C8 E% E4 b0 J k wcex.lpfnWndProc=WinProc; // 窗口处理程序; 0 U- b. V0 N; J wcex.cbClsExtra=0; // 扩充风格;' f U* @3 t+ G w wcex.cbWndExtra=0; // 扩充程序; % i7 A q9 e5 l wcex.hInstance=hInstance; // 应用程序hInstance句柄; 5 I/ \! S2 U" z* F wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; * o- I# \3 r% }$ |8 t1 k- A4 u wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;9 d: {3 c3 \0 X! z+ v1 G% P wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;5 Q8 z0 K+ U' n+ ^ wcex.lpszMenuName=NULL; // 窗口目录;. o8 V- Z3 T: g2 O7 e wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名/ m0 ~# p2 b; J9 L1 g; @ // 注册窗口类;$ s1 r3 B3 |0 m* z! Y RegisterClass(&wcex);9 Y. S8 t% g1 m% i$ r3 V& ~' Y$ X* B // 创建主窗口; . r9 I1 i: p5 i* m/ } hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE, + r/ `3 D# Y9 J2 q. { 0,0,GetSystemMetrics(SM_CXSCREEN), / y- t% K s! r8 I: F GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);" X1 K! `% ~3 Z3 T! w8 f5 M6 b if(!hwnd) return FALSE;. k' k3 w( O$ T" j' f% [ ShowWindow(hwnd,nCmdShow); // 显示窗口; : v0 \; z" @$ _' L UpdateWindow(hwnd); // 更新窗口;2 a" |) Y/ ^* m: J3 i9 n. x( G ( G; K- f! C5 S1 o SetTimer(hwnd,1,30,NULL);# \) I$ H; L; t! r ' a; D+ A" v" p return TRUE; 6 k# d4 k0 u: q: Z1 l7 }} * D( F5 ~- [) p 7 c" E/ j5 e9 Z4 lLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) : W: ~/ A" _6 z2 a3 C; b# i# E0 ]{& i& v' I1 V' Q* X; [8 f# f switch(message)+ e5 q1 B+ |3 K6 W9 L* J9 p% T { ! E' f; N% b' R& V2 s, b, ], v case WM_TIMER:5 E4 k" ]0 D6 ^ s* f, I( w lpDDSPrimary->Flip( NULL, 0 ); 3 k$ G! {+ i: ?8 p: O break; 9 e4 T) A( l2 A8 f! [0 D* a 3 D' d u( `0 z; I% y/ B case WM_KEYDOWN: // 如果击键; / O! e3 ]2 V) e9 ~( H switch(wParam) 8 A; m7 `- C5 r8 w( n' B {- o1 r7 V. y; y9 _ case VK_UP: . e: s; h$ U9 w9 ~0 E6 i' c* w0 p1 m Hero.Way=3; - F& O |/ o3 M1 X if (SY<=0 && Hero.y<=240) //往上走 - f* N" Q" A8 V1 L* I8 q1 M, S {* |* Q: I( F) s1 T" ~" E q$ q SY=old_SY;1 a$ t/ L3 f/ f) a. {& O- `8 X& K6 ~ Hero.y-=speed; - e) s3 Z! m- D# Q }' Y& | x" v8 r/ A+ I. d- ^ else if(SY>=MAP_Y-48 && Hero.y>=240) - q; Q9 \* ?5 ?0 O( a$ b { + u3 B! X1 P/ z; S: w1 u SY=old_SY; - @) i7 P0 y5 |* V( y) _ Hero.y-=speed;: g) b. E/ q' U: Q' x, `, Z* D" S } + W1 V3 [$ l% o8 |7 T3 B" ?4 ~ else SY--; 4 x# ~( M! r0 ^* T# j 3 k. p F: F0 |: g+ H6 ]# n break; 2 }0 k5 s/ r5 h( \1 b, g' s* \7 B) { 4 k/ Z' z/ X0 O$ X- J case VK_DOWN:# y! X3 `+ T7 U# N M Hero.Way=0;( C; x: j/ E: j6 \ if (SY>MAP_Y-48 && Hero.y>=240) //往下走 ) K! R% G; P6 `& }- T { , r$ T" w: _6 g1 l. H5 O SY=old_SY;# b6 G( ]# |2 l3 K# q Hero.y+=speed; ( R: U& s; ?+ Y @+ B3 j6 G, H1 ] } 6 @8 P1 L0 S' W6 H else if (SY<=0 && Hero.y<=240) / i @9 k" B5 b, E5 H2 A q6 ` S { * Y4 h9 P& N' J: g SY=old_SY;6 }1 N' Y$ X- A: V1 d$ Y Hero.y+=speed;) w0 u, {( J8 V% h4 D }% I( a$ t6 E% A2 P6 _6 b. W else SY++; ) t! z. T- _& U* H : t4 t3 c$ S/ @# k! a break; / n9 S* g) U6 K5 O 1 Q d; Z9 Z! ]& T2 c% U8 Q; n( ? case VK_LEFT:$ j& h7 |4 a, ?9 _4 v" v Hero.Way=1;; }/ Z E. A" Q' C9 c% _3 Z5 D if (SX<=0 && Hero.x<=320) //往左边走8 H3 a# J |) Q5 m {+ Z) h' _7 P0 y/ G5 ^* L SX=old_SX;! Y5 \1 U& M; _ d Hero.x-=speed; 0 C+ |6 k. n6 u4 j9 L3 y } ! ~* r+ k/ P2 i: k, p else if (SX>=MAP_X-32 && Hero.x>=320)3 ~2 B! x i! N# l3 D' [/ x { - Y: a5 X8 U# `3 }/ z SX=old_SX; ) a C. D' z! z8 J5 J% {1 D! \ Hero.x-=speed; ; g- R, Q; L* ?3 e5 d }; ~7 Z2 }) Q$ g6 r0 @: y) ?) {7 K else SX--; * K6 M% _# E6 J3 b8 V * r% t2 w) H- ?$ Z2 b+ I a) o& p0 Q$ f break; ( R7 j4 f# U# ~9 [: m9 G" ? - u- q4 |. h+ C7 ?, F x U: R4 g7 p6 t B1 n case VK_RIGHT: + J: z8 L: _! t! E7 u5 c Hero.Way=2; 8 J% L+ I3 Y8 J9 e$ L6 ^ if (SX>=MAP_X-32 && Hero.x>=320) //往右边走9 T- k. P9 S P4 ?, O { / ?5 y6 {0 s9 Z a, h SX=old_SX; 8 V, T& m7 C! x4 `+ W* M Hero.x+=speed; 9 Q" u+ s( h+ u4 x( z } 6 A- [8 P X" T# C6 h# }6 h% L% p else if (SX<=0 && Hero.x<=320) . N0 S3 u2 v& D( x, T1 C1 O { / y+ M# R3 T/ p SX=old_SX;# P4 u+ R4 ^; y0 `3 l Hero.x+=speed; ! W3 M/ B! a) T4 V, s( J' |; w } 5 _% ~& `$ F% ]% S9 U else SX++; 0 A6 E6 Z P8 u6 o! ]) l 3 r7 p. W$ z y6 M break; + |9 C4 h: S7 P. g. c } * ~/ [. C. L, a0 M# Y* W7 V / V4 M3 B$ ^$ f9 j* t' G # z, |5 K, y& Z( n Hero.Stats++;7 L7 W4 z' ^. w% A* { if( Hero.Stats>=3 ) Hero.Stats=0;/ n! P2 G3 w* M# ~8 H. o1 Q- | ) [5 m5 v1 q" D8 ~5 R8 S1 o3 r break; # K) a) c& k5 _3 @ 8 b0 N$ @* ?. N. r% D8 w case WM_DESTROY: // 退出消息循环;$ L4 E7 K: q3 a6 F0 c! b Cleanup();) G" C, w" N0 ^0 g, Q6 h PostQuitMessage(0); - v2 V, ~) P8 V4 X+ W H6 g break;9 r; a! i; _: n/ z/ z8 [ } 0 T w/ ?* c: @4 [9 G: h: [ |% R // 调用缺省消息处理过程;8 J. S6 h% \8 M3 B* M1 b return DefWindowProc(hWnd,message,wParam,lParam); . ^; W0 @* {) C, W, a}, S3 B3 Z8 j7 y2 y S% r" y 1 I5 T3 c6 W: B( p- ]4 g' G, I // 本程序的最核心内容,即DirectDraw的基本功能与用法; j3 z5 Y* o4 I! C0 B$ e2 f9 Y5 QBOOL InitDDraw(void) ' ~9 q* m8 G+ ?2 _" o5 U/ u4 ` {; S" z' A. i" [; l2 t# T DDSURFACEDESC ddsd; + X+ D8 c k' b5 Q { HDC hdc; , _$ O$ Q# Q7 `/ Z3 R DDSCAPS ddscaps; : G5 A& a7 ^3 z* K! ?, ` // 创建DirectDraw对象;% F! q' D: Z; n if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE; 3 d# M5 O( j6 d7 }& c // 设置为全屏模式;; I0 W6 K. X; x0 ]* p3 y- S if (lpDD->SetCooperativeLevel(GetActiveWindow(), r, g8 {, ]. y& i0 s6 k4 Z& c2 A9 f9 R DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)+ C" i ?- W7 U: R7 }5 [0 } return FALSE;: n0 R% u3 W& V+ f+ i1 I // 设置显示模式;7 H" M' k" A) J' J1 C if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;. O! S7 }9 W- t! N6 x // 设置主页面信息; 8 X, q, v4 O1 S7 ~+ ^ ddsd.dwSize=sizeof(ddsd); 2 K6 ?! X9 f. E8 E$ [8 u2 `1 ?& ?8 F$ b ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; 0 E- D6 B" W8 F* B1 G' d7 C5 W ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |$ ~. Z( L$ s; k# f# L: ~ DDSCAPS_FLIP | 5 T' P, U6 H3 j( b8 [+ e DDSCAPS_COMPLEX;. a& }& g. D E+ K9 K' k/ R% T0 \. }7 J $ @" t n- A: j' t2 D ddsd.dwBackBufferCount = 1; $ w# Z: q% v) l9 K b & b2 b, k* N9 M+ x // 创建一个表面,类似开辟一块屏幕大小的显示内存; $ h& B6 _ v1 n: ^- @' X1 j; u& m if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) 9 j, ^! s+ X6 G. V6 p MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); . o( H7 h' ]+ K! E& a8 F a0 z1 G3 y; G8 V5 E5 n6 }8 N ddscaps.dwCaps = DDSCAPS_BACKBUFFER; \- ~1 x7 A) w2 T; P' c if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK) 0 j. @* |0 I% a* L" E4 C MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); ) M! a! a! b* M4 Q6 F6 b ( c! l% U( a2 C( G! S( l$ f lpBK = bitmap_surface("map1.bmp");2 B: g% j( x" d" Q0 b* o; K$ r6 @5 [! L lplogo = bitmap_surface("logo.bmp"); ) M4 E: ^( c1 Q+ }0 C8 f' N lphays = bitmap_surface("hays.bmp");- m/ P4 _# \8 `, m7 C/ h lpPlayer = bitmap_surface("PLAYER.bmp"); . F: H9 d% K, |! B DDSetColorKey(lpPlayer,RGB(255,238,187));# k. S, x; q4 D' t; d3 Z4 C H- S9 P2 \: a/ F; ~0 n return TRUE;& K( q! a# k' Z) E% {3 w }+ _" w6 t" \ { y* I" k4 ^ , z3 b8 t" f0 yvoid Cleanup(void)6 i' f; C9 F6 W { . F x4 G) U3 _3 Q9 U! }' E$ m5 J; t! h" b' W# A) D SafeRelease(lpBK); ' H" W# F( P* v! }" q. l) n SafeRelease(lpPlayer); 8 e' r% E* o% g/ w SafeRelease(lpPlayer); ; W, R3 y6 f8 @1 D: [* j SafeRelease(lpDDSBack);! X, D W: Q: e/ | SafeRelease(lpDD);+ ]* J# a1 O) }# n( R SafeRelease(lplogo);0 I8 Z0 N4 P9 {2 ` c8 j9 Z 4 e% }5 R3 E! n/ K' I4 T, Z} 6 {" \* J/ M1 Q% G! z$ h W& z7 c6 q! d. j// Windows的主工作函数,类似Dos下Turbo C编程的main(); 8 i' ?' i' a6 D! f# u Oint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, 3 t; q5 E6 q t! J+ W LPSTR lpCmdLine,int nCmdShow)& H9 u( O- t1 s; J9 z {$ ]2 \( v! z; ^' @! _* N0 b MSG msg;2 }9 Y" k3 Q" m) d: O3 N ( v0 y% ~/ G7 d6 g+ Q& T+ F: Y // 初始化主窗口; 9 C) f$ L6 Z9 s if (!InitWindow(hInstance,nCmdShow)) return FALSE; " t* P7 \+ q- T) N% \ * g; O1 l9 C* T' B9 o // 初始化DirectDraw环境,并实现DirectDraw功能;2 ~) {: I# c3 b9 K if (!InitDDraw())% K; c$ h2 s. T% d8 S! x {, k- n1 W2 h9 ]% l/ K. ^ MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",/ A- _$ G0 K j5 F; p8 x! M "Error",MB_OK);+ p+ M7 U5 Y2 [2 a" U3 x3 S Y3 ^ void Cleanup(); . q1 v6 t7 M/ W( G! s, v' W DestroyWindow(GetActiveWindow()); 2 v# T4 ?) ?- H# Z& M. H* Y return FALSE; + R7 h, \0 t+ S' A% ` } ) o1 e$ B I2 @* [ Gamehead(); ( d" O+ E$ q. f0 v6 W9 Y5 L4 } . \ b4 ]5 t z: k# F // 进入消息循环; 8 i; D! E3 b$ O# P/ T. a while(1) + ~' d. {" a6 x3 v, K1 U9 C I {% @/ {* P3 Y& P1 V if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))( o! O2 i8 B) J% u {7 h8 I' x7 y2 |+ e& l if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; ' Z- T2 u& u+ B& \, ^9 t ? TranslateMessage(&msg); $ [0 ?8 a: D" H& Z DispatchMessage(&msg); ) s/ @7 s w+ H5 p }6 g2 w- `* y) C8 ] else 8 t, T" g' h3 [( \& r' p MainLoop();. |) h' R. k8 b# \( P } 9 N3 W+ v% i: H3 w3 A. @. y return msg.wParam; 0 Q {! ~8 ]% x" j7 z5 J$ i} 3 h( o. J0 y3 q S7 v6 L5 X7 o2 {3 G ! N1 o$ _ R1 ? //游戏需要用到的函数 % q. ]5 X) A, ?5 Z) Q: S # ?' F8 `; I/ E0 Y' \ 2 \# X8 V2 o" ~0 K2 T; ] 7 F" }* d- D' S! F% W$ d) Vvoid Gamehead() + u" F# r+ ^& d. ?. A{ . b* R/ F2 b0 Q; g RECT rect1={0,0,178,145};$ [3 J8 P$ v t) Z int x=80,y=100;3 f5 V" Y. K! L int i;3 I. D& y' G; Z6 ]8 Q7 j6 y 4 M$ E+ e% [. O lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);7 p2 h: J2 V' M7 A 4 y _; A! \& }6 M. T* C" q for (i=0;i<6;i++)0 @1 i6 j% t# K F! l8 F& G, U1 { { 2 d+ \2 J ~2 g, r6 L rect1=GetRect(i*65,0,i*65+65,202);. a* W4 R- Y4 n+ ~ lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);6 n# |0 x. U8 R z1 J Delay(500); ; S% P T2 O& N' L& K- q1 P5 G4 `, K } % ~" B4 B7 G; x 8 t2 \% e# n' i4 p6 f2 a$ C Delay(3000);& z- _# `, }6 F+ P1 k3 x } s, L2 U; H8 F, v0 H 1 i2 v" W) e4 ?4 t X9 gvoid BackGround() //画地图 4 u K) i: Y. f6 x { 0 J X, P" o. U) e int i,j; O, W7 V; C |$ e+ s1 j8 g for (i=SY;i# b8 \. \2 w' C5 {7 X3 v& n for (j=SX;j! @8 w H, u+ j/ ~( \ d. j if (MAP[j]==1)) s4 O/ T9 \2 ?, E+ s { , a. J1 a; y+ v w( @" Z' b! ]1 y rect=GetRect(0,0,32,32);+ O) Y& b- L2 V2 O; A$ Q* O lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);) M' x2 Y7 ^0 @( N$ ] } ; }) U% w6 @7 Y4 S/ q else , Y+ y; t% D# x9 J9 [ { 2 u/ J) \( T' C# E+ ]) G rect=GetRect(0,32,32,64);5 a( o& J/ M9 H lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); * C& Z0 v$ {6 M( ?0 [ } + d' c8 k. f* h4 H$ I# b} g$ z: k& F4 }! o( m% @# [ ?: j- c, ^4 X: g% Q+ J$ z2 u: s% M RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 1 _2 G4 g' v# @8 E4 m { 3 s' t+ J3 R, ~9 E8 w6 g4 l RECT TempRect={x1,y1,x2,y2}; - @% k/ }& @/ p5 ]7 [& ^4 ~: ?0 \ return TempRect; & h# U# I$ P4 c3 [0 b) M2 T Z B8 K' W}5 q! q6 O$ j1 a. F) a/ \ 1 }) q* B, u) g6 }4 _* b/ E void MainLoop() //游戏循环 " C. X' U1 x8 X, R4 E$ b{ 6 [- ]% w% r, B9 B) t# P1 m0 | BackGround();6 `% p! [" O* ?9 h% l0 f- L) Z+ \ RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48}; m" c- C2 V+ \* {/ n- X4 w lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);: J0 m0 Q. D" N w 7 b. L7 m, o7 b if( Hero.x<0 ) Hero.x=0; $ E& D6 `4 n2 M- ~$ a if( Hero.x>640-32 ) Hero.x=640-32; & R8 p" i( }$ W: r$ m x if( Hero.y<0 ) Hero.y=0; + J; A% F: [* \2 U0 }: {" Z if( Hero.y>480-48 ) Hero.y=480-48; : b" B9 Y4 l Z0 w1 k% ^7 G& I - |; b) f' b& @ Hero.old_x=Hero.x;! P* p7 U) k# p: r3 k6 U( q Hero.old_y=Hero.y;6 F q l, k7 w: k @ old_SX = SX; old_SY = SY; 5 C, s; V' y5 ~1 e+ c B4 l$ s8 Y C} $ f' ]4 Y7 C7 x: o8 U* h+ K Y8 \8 h1 F2 O* p. J V' E E , m' e" t% S R t* N/ gvoid Delay(long time) //时间函数 0 R, S. V7 `/ {) a/ W1 v. l+ S{ , f5 g" h V7 v) w" H static long old_clock, new_clock; //延时变量 4 @7 V& |- J6 ]" y7 E- H new_clock=old_clock=GetTickCount();$ b4 r5 I8 O$ |* a9 J4 v while( new_clock < old_clock + time ) ( B+ r- }4 Y. }$ \7 E1 J |8 _ { 9 E9 | o) q v3 B- Q new_clock=GetTickCount();$ [% C) [+ c' q }8 d) o3 p" Y. |) c7 ~* b1 @; i }9 [8 @% `' F6 r/ J( o+ s ' E1 g7 y( d0 q 7 v" b4 |% x4 i6 A 3 ^7 |# I/ i' n. D: J' @ 3 \) r% ]/ x* B: U//下面是dx相关的函数 ( w# C+ V$ ~4 xLPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 ' m u1 z5 r! ~; c- B4 @2 `7 F{. q6 O$ @$ q9 o! B3 ? HDC hdc; % R/ C6 \" u/ V, ?7 D/ s HBITMAP bit;0 p T; B- j" e3 D$ m LPDIRECTDRAWSURFACE surf;, W8 c! H4 w- t+ D6 m 6 v* h* Y. `! r+ X- K3 W) g9 f! \" Y & K3 M4 N7 v8 y4 m5 i . x: m% L2 r3 B bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,. Z, ~1 S1 y. {- L! [5 P r! a LR_DEFAULTSIZE|LR_LOADFROMFILE);& l! G0 k. U! \# m7 u if (!bit) 2 m+ m& x- B* D" `5 m. a 1 Y3 ?. d1 x7 e. m2 d q+ T. n5 K , U+ d, |$ x2 o5 H" u6 L return NULL;/ O9 _' u8 }0 n8 |, C& B! q& e" ? 8 r( S% {" K1 \7 T" Z$ h$ [ + C( \8 J8 z$ b2 s' w , g4 h$ p7 O- V) @1 n3 p BITMAP bitmap; ! Z$ N" v+ f% D& T+ s! C GetObject( bit, sizeof(BITMAP), &bitmap ); ) d' V0 p2 L1 j2 n* J3 p! }* f int surf_width=bitmap.bmWidth; + c4 _; A9 y3 {+ ?$ U+ k2 [$ _ int surf_height=bitmap.bmHeight; 7 ]6 R/ G: i8 J6 K; E8 [' u% m0 a8 D2 u( C' S. ~+ N ! l' F% N/ T- w) r6 C5 K E 2 x, O R/ J4 k; q, G HRESULT ddrval; Q2 W0 r/ m/ I DDSURFACEDESC ddsd; 1 N% |# S+ [2 e ZeroMemory(&ddsd,sizeof(ddsd));4 b5 [; \ |4 X* n) H) S ddsd.dwSize = sizeof(ddsd); & M2 d4 ~0 T# j+ D5 {, K ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; + a: p4 P% n9 b6 c( I. r1 c ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 0 ?: u& ^6 v& W% Z# V7 x) P ddsd.dwWidth = surf_width; 0 [5 P6 r7 @/ s. B1 J) o- T ddsd.dwHeight = surf_height; 7 B' J) H% p" n' {/ M. V N ! Z- n4 g6 l' A7 X1 Y' t2 @ I3 S& f4 \! T " ]- F! }( n; l6 _ ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); & b! P0 h2 w& }; u2 v& z% [! W- N/ B1 e1 Z* v9 w / g, ?5 y2 Z$ \! @) h if (ddrval!=DD_OK) {: o! j9 a9 l8 X, o# H6 R/ u 0 w& W6 m8 a$ K0 I8 ? , B, e# s- Y+ P7 I4 H DeleteObject(bit);) ~7 l4 r" m3 \9 w5 m% N9 t" a9 l return NULL;! S/ ~' ?, q6 ] Y4 U4 |& O, S p% b* E5 m" y. e& K } else {- y) h+ Y) e" _+ i1 w 9 m. g1 s; p3 ?, F) z/ n# i6 ] ' ~8 U+ t2 q6 H2 `! l& o' `: j1 s surf->GetDC(&hdc);, g* ]; d4 k/ v& W% n% G * k1 r& S) E0 M1 B- S" A / H8 a# A" Z3 G9 x9 q% W/ a6 [4 N 6 H6 u6 d, o/ F3 E, ?0 x+ ~ HDC bit_dc=CreateCompatibleDC(hdc); / r; H( ? y' E# o- @ - d+ M) I4 B$ g' V# c3 h6 ~0 K* f$ y& O0 h7 ?/ l* w9 ~ SelectObject(bit_dc,bit); l s* S7 v: E# B1 ?) T& {; e BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);) c9 k2 y3 d8 e; {+ H % g5 k# {* h8 z A# S. f M8 t8 b+ h1 W0 x# g surf->ReleaseDC(hdc); , a( w1 r( a; R) | DeleteDC(bit_dc); * \, J: U' [: E/ C }9 b1 a8 g0 w% B; w( K8 l 6 Y; ]$ Z8 P9 ]. u* V. L, C , I1 B- \. ^# O1 R! t1 k ! u T0 y; `! S8 ^ DeleteObject(bit);! A6 o A. D* D& s 4 m( ?% `2 m' x4 v k# m2 x 5 J) r/ N f. r7 \# r' m return surf; , |: v- A; _ m. g( X' O5 L} , d: `# Y5 O' H4 n) n" Y" S: N; s 2 n' F3 C+ T6 p8 O; H4 r8 \ * Y1 J4 y( O% @+ O* n4 t; J 9 L" l: [6 ?& x/ Q! ?1 \) `3 MDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 2 u% z" u) ~+ a {& |% ?, D4 b' d% [! K! B- g5 t COLORREF rgbT; ) u/ G5 [3 K; B, H9 Z* a HDC hdc; 0 T* D' i( W: {* d3 h) Y* Z DWORD dw = CLR_INVALID; & X9 q( J$ X4 d4 v Q DDSURFACEDESC ddsd; 1 {9 }4 J! E* \0 o9 `) G6 z HRESULT hres;4 c0 a& k, ^7 z1 n0 H* E( v) e " i$ l& M' }. L /// |1 ]# T1 a* B- z // use GDI SetPixel to color match for us$ C9 k7 q, l6 n: W" {( n/ A // ' D7 n" [9 n% E, a if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)! K* y$ [5 l* L* ~ { / A* \9 F8 H( Y3 K$ j rgbT = GetPixel(hdc, 0, 0); // save current pixel value9 I' G3 p6 B h& d3 ^6 ?9 T SetPixel(hdc, 0, 0, rgb); // set our value8 W9 C) h) n* j pdds->ReleaseDC(hdc);/ W1 Q9 C2 p; H } * ~) L. X& v6 b! p* `2 w* p7 D" S8 Q' z) G //+ x- {3 x0 K9 Z+ f0 O2 m3 F' R // now lock the surface so we can read back the converted color 7 @( I/ X, Z, U& c; z+ N3 z //. E/ Q8 h9 i8 w! M! W ddsd.dwSize = sizeof(ddsd);2 T6 p* \3 `# j9 B8 H( I6 Q& W( G while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) + i5 J8 V5 T( G ; 1 w5 j9 P8 q; f% d6 @9 | . ^ D' V C' D% Y$ u) l if (hres == DD_OK) $ d4 @) ~ j" z' M5 y! C$ _/ Z {0 f+ a: L; F! o+ l. c dw = *(DWORD *)ddsd.lpSurface; // get DWORD4 T. R. ]- ?" A dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp1 W% b# U0 A: e2 V. |0 s. \6 [% J pdds->Unlock(NULL); 5 d; L6 n+ n, }1 c, N, X8 F } / q: H0 g+ O2 [( {- C* q" O : l, Z9 _0 R" j+ y' v) o, D4 v //4 E/ Q2 S U1 p, z1 N# d // now put the color that was there back.# y4 k, C C" n9 d- m9 j //. D. m! c3 p# r4 c _4 w if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)8 w8 q; ?* ~% w, \9 U6 x$ _' M {1 L1 `* V. p$ I7 ]9 ~ SetPixel(hdc, 0, 0, rgbT); 4 E8 Z: z4 p7 Z7 O pdds->ReleaseDC(hdc); : X& U7 Y+ B1 p/ J; o) I }8 F; s. w/ w; d4 n 6 |! C- d. }8 |9 z" s: _! q! F( D return dw; 2 s, ?7 G( }! e* E, q* @2 T}4 E3 ?8 w5 D% ^1 [ 9 u; R3 L2 ]: J: D$ ]5 o /*# R7 X+ t; k7 P" \! d+ {& U1 f * DDSetColorKey5 R( L( c) n, G/ @# @! O1 U *1 @% E: @. f' _$ e5 v/ j" R8 `- m * set a color key for a surface, given a RGB. % v& q7 r: W7 I. ]4 i0 a * if you pass CLR_INVALID as the color key, the pixel : \! u) s8 L- X" j7 G * in the upper-left corner will be used.# T3 X& @# v5 F7 R7 D */0 X$ L; ?% ?) W& G& r HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 1 _$ T3 g3 ]& D( @' B* W; C! C* i {5 o6 O+ j7 k8 ]/ x. R5 j+ {! A* y DDCOLORKEY ddck;+ B$ Q3 P: x/ c$ X7 N % K+ l1 N; d# k0 z& d) J ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);8 }6 Q/ H/ l, i2 r4 r ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; % o1 v1 j0 Q- s return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); Y7 t' y8 J3 _( L2 Z' d}! h% I7 t$ S% h+ Q6 x& | ' N( P2 a, |" p : }5 ]' q. i9 Y& W; j& @. C7 ~ 9 Q0 y" _$ T7 l! N. H8 X我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! ' k/ h% J6 W7 E; K1 C6 i4 {游戏下载地址 hays2002.51.net/game1.rar 5 x, |% b& F" X+ w
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    2
    发表于 2004-4-8 20:54:00 | 只看该作者
    干什么的?走迷宫?" G+ E7 E7 i' @. y) t& A" ]

    : N. s3 g, m6 w1 A. 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。
    % h+ v5 B6 Q& Y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:
    / {: y5 z  Y/ f, ]% Q绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    " }! H9 E6 C2 k, n; \; `- Y
    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2 R8 m/ {* _1 c9 _; O8 }
    + I$ O' T1 C3 G
    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:; ~# ^- N, W  d6 `
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    0 p5 s4 d9 Q' r+ O( d" T8 Q
    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。- h& I: v( I* w9 B4 {1 Q
    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。
    * z' y5 z3 E& \, {! K) j0 |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。
    * k  M+ Y+ N5 A& o8 U5 e# H& d" p6 O3 d9 O0 Y, F  L# n( C

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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* y( [7 a9 [. Q
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里' z! ^% e; j) D, }6 M1 H
    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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