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 % 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}};
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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
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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};
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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
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* _; 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)
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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;
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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
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SY=old_SY;1 a$ t/ L3 f/ f) a. {& O- `8 X& K6 ~
Hero.y-=speed;
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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;
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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
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, r$ T" w: _6 g1 l. H5 O SY=old_SY;# b6 G( ]# |2 l3 K# q
Hero.y+=speed;
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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
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else SY++;
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: 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
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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;
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else SX--;
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* 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;
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/ 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- |
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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);
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// 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);
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( 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
{
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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
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MSG msg;2 }9 Y" k3 Q" m) d: O3 N
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// 初始化主窗口;
9 C) f$ L6 Z9 s if (!InitWindow(hInstance,nCmdShow)) return FALSE;
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// 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
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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;
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) o1 e$ B I2 @* [ Gamehead();
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// 进入消息循环;
8 i; D! E3 b$ O# P/ T. a while(1)
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if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))( o! O2 i8 B) J% u
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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);
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else
8 t, T" g' h3 [( \& r' p MainLoop();. |) h' R. k8 b# \( P
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return msg.wParam;
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//游戏需要用到的函数 % q. ]5 X) A, ?5 Z) Q: S
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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);
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% ~" B4 B7 G; x
8 t2 \% e# n' i4 p6 f2 a$ C Delay(3000);& z- _# `, }6 F+ P1 k3 x
}
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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
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2 u/ J) \( T' C# E+ ]) G rect=GetRect(0,32,32,64);5 a( o& J/ M9 H
lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);
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RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 1 _2 G4 g' v# @8 E4 m
{
3 s' t+ J3 R, ~9 E8 w6 g4 l RECT TempRect={x1,y1,x2,y2};
- @% k/ }& @/ p5 ]7 [& ^4 ~: ?0 \ return TempRect;
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void MainLoop() //游戏循环
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6 [- ]% w% r, B9 B) t# P1 m0 | BackGround();6 `% p! [" O* ?9 h% l0 f- L) Z+ \
RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};
m" c- C2 V+ \* {/ n- X4 w lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);: J0 m0 Q. D" N w
7 b. L7 m, o7 b if( Hero.x<0 ) Hero.x=0;
$ E& D6 `4 n2 M- ~$ a if( Hero.x>640-32 ) Hero.x=640-32;
& R8 p" i( }$ W: r$ m x if( Hero.y<0 ) Hero.y=0;
+ J; A% F: [* \2 U0 }: {" Z if( Hero.y>480-48 ) Hero.y=480-48;
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- |; b) f' b& @ Hero.old_x=Hero.x;! P* p7 U) k# p: r3 k6 U( q
Hero.old_y=Hero.y;6 F q l, k7 w: k @
old_SX = SX; old_SY = SY;
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, m' e" t% S R t* N/ gvoid Delay(long time) //时间函数
0 R, S. V7 `/ {) a/ W1 v. l+ S{
, f5 g" h V7 v) w" H static long old_clock, new_clock; //延时变量
4 @7 V& |- J6 ]" y7 E- H new_clock=old_clock=GetTickCount();$ b4 r5 I8 O$ |* a9 J4 v
while( new_clock < old_clock + time )
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9 E9 | o) q v3 B- Q new_clock=GetTickCount();$ [% C) [+ c' q
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3 \) 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
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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
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. 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)
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return NULL;/ O9 _' u8 }0 n8 |, C& B! q& e" ?
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, 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;
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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;
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" ]- F! }( n; l6 _ ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);
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if (ddrval!=DD_OK) {: o! j9 a9 l8 X, o# H6 R/ u
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DeleteObject(bit);) ~7 l4 r" m3 \9 w5 m% N9 t" a9 l
return NULL;! S/ ~' ?, q6 ] Y4 U4 |& O, S
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} else {- y) h+ Y) e" _+ i1 w
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' ~8 U+ t2 q6 H2 `! l& o' `: j1 s surf->GetDC(&hdc);, g* ]; d4 k/ v& W% n% G
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6 H6 u6 d, o/ F3 E, ?0 x+ ~ HDC bit_dc=CreateCompatibleDC(hdc);
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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
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surf->ReleaseDC(hdc);
, a( w1 r( a; R) | DeleteDC(bit_dc);
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! 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;
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9 L" l: [6 ?& x/ Q! ?1 \) `3 MDWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 2 u% z" u) ~+ a
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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
}
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//+ 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)
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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);
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// 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);
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6 |! C- d. }8 |9 z" s: _! q! F( D return dw;
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/*# 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
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HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 1 _$ T3 g3 ]& D( @' B* W; C! C* i
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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);
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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
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