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
0 V- q4 L. q; b f#include // DirectDraw所使用的头文件;6 r, ] i& u- L8 l1 B* m9 y% H
#define MAP_X 64" m! _- h; Y7 [6 Y6 }; {$ B0 j" _
#define MAP_Y 48
. _( ?/ U7 V; l4 T7 e4 ?$ X/ W// 变量、声明函数;
W1 Q$ f( t% U7 \1 M. lLPDIRECTDRAW lpDD; // DirectDraw对象;3 ?' ]: `* w5 k9 E) s
LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕
/ B4 D0 a w$ mLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 9 u) @, z3 w! ?9 J, _& ?! Z- j- m
LPDIRECTDRAWSURFACE lpBK; //地图页面
' S3 ?$ S9 A3 O# e: ILPDIRECTDRAWSURFACE lpPlayer; //英雄页面
9 ~' A5 K- h/ V& ^LPDIRECTDRAWSURFACE lplogo; //logo页面 1 Y& W% ^. {4 S! u9 s9 D @& J
LPDIRECTDRAWSURFACE lphays; //海斯 7 Z- m+ N( E0 X3 h, j. w7 z
, Y/ a# {- K! Nint MAP[MAP_Y][MAP_X]={
2 a7 A1 v2 `6 h5 W{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},
6 \- B: X6 `) o% M3 D{1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
5 r3 m+ l V. N5 I8 V{1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},# b( ?" Q- b& }/ N$ u) @; @3 x/ a. A
{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},
: n) W/ {- ~. H' v. Y5 A{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},! h; E) @0 o0 W
{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},
W/ N! U) R3 G& t4 p{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},2 o# M3 n# y' P( d. t
{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},- X2 \/ ~; O2 E1 X/ h4 P! k j
{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},
) v3 G' Y& ^. ~1 O. ?{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},: Q/ v) W' A& c5 i# @$ U6 ?6 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},: |0 G0 o+ k" }. W# F* Y( [7 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},
+ y' _# Y/ @& _7 n' d{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
3 l& l4 F9 e, S3 s& i1 C$ Y. d{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
5 q1 l$ b6 G, h, K{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},3 D$ W$ V3 V8 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},
( F* q0 l/ 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},
! t) B* ^7 X T" a$ o( |" 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},. u3 ~ f: Y% }, j" Y, D5 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},# S, r. |; _/ K4 q$ q4 u2 |
{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},
; ^0 H9 H. }4 i9 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},/ i( e0 B5 d {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},
2 e/ s1 I$ p9 g2 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},
$ v5 O+ d8 t5 K; T* 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}};
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int SX=0,SY=0; //地图坐标 ) Y' L1 `' B0 o6 W( D
2 d( {; K) F) K5 V3 uint old_SX=0,old_SY=0;8 `" i; H5 [" Z
& @1 t) ]2 }( b
RECT rect; //blt用的巨型
% s4 ?+ H: h' s- r* V8 @int speed=10;6 t$ p" W3 i2 w+ e% W6 l
! X w4 L7 z* R+ B! ~) E' Ltypedef struct{! _! o6 T2 R6 r/ l0 G$ d
int x,y; //当前坐标
/ M6 r( ~* T* R- F/ Fint old_x,old_y; //旧的坐标
# [# N* E/ ~& eint Way; //方向
* o$ g1 D6 ?" g, }1 ^) ^int Stats; //状态8 t. o( t! R0 p' \1 N
}Role;+ J W7 [3 M, [- l
8 x8 u4 e! b9 Y$ w0 S: r- X! C8 vRole Hero={1,
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0,
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0};6 j6 j( q5 L8 h' j
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9 a6 T) F0 V) b) V
//函数声明列表
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% F* T+ f& w; b# E0 O. f( L4 P7 CRECT GetRect(int x1,int y1,int x2,int y2);
$ ^) B V# H/ [) |0 l- ?void MainLoop();
' w7 L$ O! F1 K- C( ?/ fvoid Gamehead(); 2 Z. e) N* S/ ?: F( v9 q( w
void BackGround();
5 g3 R ]- x" v5 FLPDIRECTDRAWSURFACE bitmap_surface(char* file_name); O/ G: g2 T/ F a1 ?. A" p5 A
DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);
3 w$ f$ C/ V' S, E4 g1 u9 |! z/ DHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);0 R. _2 v/ {/ F# H$ m# |: Y
LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
9 d3 |8 w( u: O& ~$ xvoid Delay(long time); //时间函数
. }1 J ]5 M( K( x0 l3 HBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;
: G0 j1 D+ d0 f% B! UBOOL InitDDraw(void); // 初始化DirectDraw并且打印字/ J) V7 G8 N/ q1 c
#define SafeRelease(x) if (x) { x->Release(); x=NULL; }: c; R! L; Q9 f& a( e( d) M
void Cleanup(void); // 卸载DirectDraw函数;) O' {, D& Q U* K3 X* {% m& ]
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8 n% n" ]8 z% PBOOL InitWindow(HINSTANCE hInstance, int nCmdShow)( w( s: F2 _- b5 G$ o
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HWND hwnd; // 窗口句柄;
! u9 B4 Y/ E& p: x5 A WNDCLASS wcex; // 窗口类结构; |1 g) M w+ V' z
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// 设置窗口类结构;
) ~! b' V2 Q& A' O) R' K wcex.style=0; // 风格;4 l* ?' I N: g2 n( _
wcex.lpfnWndProc=WinProc; // 窗口处理程序;
3 T7 X' Y, X0 H- N) H wcex.cbClsExtra=0; // 扩充风格;
3 Y, P7 _2 \$ n: z8 W# y wcex.cbWndExtra=0; // 扩充程序;% I$ x$ U/ T& U- E7 f2 p2 |
wcex.hInstance=hInstance; // 应用程序hInstance句柄;; ~ w) [* m5 ~$ x
wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;, ~3 [# n& s2 j
wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;6 |; ?/ b+ _; i; E
wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;
+ {4 Y- A* S/ M' r$ A( p wcex.lpszMenuName=NULL; // 窗口目录;9 e( ~- t! @# d4 f) D7 W$ n
wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名
u' o( r0 L8 y4 ^& v // 注册窗口类;
7 A0 s, q1 D, V2 t N4 {* c RegisterClass(&wcex);: K1 o9 k( ?3 w6 j
// 创建主窗口;
0 `. ?. P2 } k' S& M hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,+ k: n+ n P! p) X
0,0,GetSystemMetrics(SM_CXSCREEN),% L/ O# p$ N9 N# K6 e
GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);
1 S5 r, M! B6 q) [6 U' O% l if(!hwnd) return FALSE;
/ s: Y ?- ~$ e' J: h O ShowWindow(hwnd,nCmdShow); // 显示窗口;
0 \- ]/ |: e* S2 h$ y4 H UpdateWindow(hwnd); // 更新窗口;
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: Z/ J2 Z. e6 @ SetTimer(hwnd,1,30,NULL);1 }5 t1 F2 t/ F8 g, J7 J
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return TRUE;
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" v6 a0 j3 G; @7 n& |+ f' n8 q' GLRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)0 i$ w: @; Y) q# C
{
! P* F3 e% W- L7 A* F* K+ E8 Q7 p* H switch(message)
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case WM_TIMER:6 G2 t8 Z W a+ Z `1 R% I9 e8 N" \
lpDDSPrimary->Flip( NULL, 0 );( I: D0 ^: O8 [8 o! A0 o+ T& o
break;
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case WM_KEYDOWN: // 如果击键;1 A7 Y7 s. A* r% Z
switch(wParam)
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case VK_UP:
& S4 v1 K' P1 l. @9 z( I; Q: j Hero.Way=3;
2 T6 L. \0 n* E, U/ \, W( b if (SY<=0 && Hero.y<=240) //往上走 0 P* M- Z) ]9 f% v
{
3 F& k* c, ]. Z3 x/ P SY=old_SY;" Z8 s9 G0 h% c9 d6 }, W. B4 [+ T
Hero.y-=speed;' o9 m5 U0 u9 p: r( S8 J
}
& f- l$ M8 a$ i9 w else if(SY>=MAP_Y-48 && Hero.y>=240)
& z6 w Z6 B9 n. j {
6 _" r9 X, C# K6 \1 B. L( N" h- w# M SY=old_SY;
- t0 h9 g6 V8 r/ w6 g0 B; c Hero.y-=speed;- c# k1 L7 j& ?' d2 ]4 G
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else SY--; - ]6 c( b# [# f4 t$ `5 O8 N: V
) a) H' z" T/ W6 L- p2 T9 S( c break;
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case VK_DOWN:+ v2 `9 J, p9 ?2 p, U. o) E4 c
Hero.Way=0;- b. p" {4 b' E
if (SY>MAP_Y-48 && Hero.y>=240) //往下走
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SY=old_SY;
$ w+ e# u+ R! b8 c8 x9 q Hero.y+=speed;0 T2 a/ E. }7 U& D p' h4 K
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else if (SY<=0 && Hero.y<=240)5 b3 q( O5 {2 b. Z0 r# ?" W2 a, E1 W
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SY=old_SY;
( K$ D# c3 L5 m, G; }( Y Hero.y+=speed;
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else SY++;
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break; : G2 Z; a* T1 }: W1 j( e
+ M3 L; z; i2 @0 R: k4 y case VK_LEFT:/ H1 ~0 H3 t+ A+ s- C
Hero.Way=1;8 N% T& B0 K1 ~0 X* W' }3 p' |
if (SX<=0 && Hero.x<=320) //往左边走$ B# r) I8 \) P8 D$ j8 b
{
' A5 e/ T* G5 n& l u) ?$ u n SX=old_SX;, X0 I0 s; a2 r) b8 q2 ?. J( z1 a
Hero.x-=speed;+ W4 S$ k2 z5 T" [5 M* u. j6 K( p
}
# ^$ @$ Y/ L* f6 u$ Y else if (SX>=MAP_X-32 && Hero.x>=320)
6 R( i5 E# L. ~! {9 z {
$ f0 j0 f9 C* }! U: Q, Q) d4 N SX=old_SX;9 M. v% K) u& R- u3 W' }
Hero.x-=speed;
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else SX--;
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# h. a' T9 A* X2 W( M2 l break; w4 e3 y- Z* B6 X
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case VK_RIGHT:
4 [5 t7 W7 @: t- [, f' l Hero.Way=2;) W# J/ l8 A4 ?! E% X, {4 M6 p( D
if (SX>=MAP_X-32 && Hero.x>=320) //往右边走' Q, C3 y! z9 v- T- ~1 S5 I. b
{
: _ v% t5 y, U' ~: n8 w0 ? SX=old_SX;0 s. Z$ S, Y& e2 |/ U
Hero.x+=speed;
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& `/ [7 a! q# ?' ?: x: U- k B else if (SX<=0 && Hero.x<=320)
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2 r m' H0 E3 |- K w! g% ? SX=old_SX;) q% u5 |/ {0 P* a5 g& G0 V) w. X
Hero.x+=speed; ( d" Q W# F- [8 ^ B
}
( c! y" Y$ q2 K1 U& \6 j$ @ else SX++;
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break; : d' b: @( U( D, P6 o7 w U8 ~7 Z, s
}
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( r$ N3 \( H1 K' G8 ` Hero.Stats++;
& m' z& f) v4 _$ z' V1 | if( Hero.Stats>=3 ) Hero.Stats=0;; q3 Y2 T U4 A7 Q/ S
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break;1 I* v; R) d1 r+ ]( u7 K6 L. v
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case WM_DESTROY: // 退出消息循环;
4 f, R$ B2 D/ T( X% X Cleanup();
( t. n3 O* A0 K3 R% Q PostQuitMessage(0);
, k8 f+ Y. J/ S4 n1 `3 Q5 m7 { break;. [: h: P1 m- h
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// 调用缺省消息处理过程;
4 N3 |" r. ~2 }2 j return DefWindowProc(hWnd,message,wParam,lParam);! w7 Y8 n- o4 `% M$ r
}
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// 本程序的最核心内容,即DirectDraw的基本功能与用法;
3 b/ @1 m% m, Z) y1 x0 a/ YBOOL InitDDraw(void)
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DDSURFACEDESC ddsd; 1 f! g8 O; `# j& }1 i: y' a+ `
HDC hdc; , V- t1 F' Y4 ?% I/ _! `
DDSCAPS ddscaps;" F: G' j, {3 L: f8 o7 z! T
// 创建DirectDraw对象;6 z3 e9 r- u0 F9 t" c
if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;
; b# G" m+ a$ @2 y0 @. A // 设置为全屏模式;, Z1 R& M: J2 p/ B4 W- U
if (lpDD->SetCooperativeLevel(GetActiveWindow(),$ ~: R4 V& X- ]6 }8 A6 R7 Y
DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)% s2 E% F9 w! ]
return FALSE;( c% Y0 x+ P0 Y- x h3 G% c! o
// 设置显示模式;8 h1 {1 m; ^# E; B! O
if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;9 i3 S$ _+ S" \5 v: \& J, J
// 设置主页面信息;
1 u$ Q$ t) U* k7 `& S) ^ ddsd.dwSize=sizeof(ddsd);2 [8 K! O* v+ M1 _
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;. V5 r1 X6 K5 X' |) c
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | ^( I) k: `8 R- D+ E5 A) `
DDSCAPS_FLIP |
3 I0 @! Z7 t0 U4 X( s! j DDSCAPS_COMPLEX;
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ddsd.dwBackBufferCount = 1; 8 R8 ^- b7 W/ Y7 l9 a
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// 创建一个表面,类似开辟一块屏幕大小的显示内存;$ l2 U1 Y2 `7 ?. s" C
if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) ; f: p( x# q0 N+ s
MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);
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7 A2 ^& V' e! K$ W ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
' ]2 T( N5 b& ?3 m' u. E6 n5 Z if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)7 R1 [; _8 F, O J
MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);1 Y/ `% g) Q2 ~3 H+ w' @& A: z
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lpBK = bitmap_surface("map1.bmp");( C& U# r. `1 a" I$ O
lplogo = bitmap_surface("logo.bmp");
1 X) u" n6 s6 s% \5 Y lphays = bitmap_surface("hays.bmp");7 i$ f5 }5 P; m( \
lpPlayer = bitmap_surface("PLAYER.bmp"); D1 k% Y! ?; P6 z z
DDSetColorKey(lpPlayer,RGB(255,238,187));
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return TRUE;* z4 _; [. T) B7 B
}! @+ W% i. r6 d) ~: W- c
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void Cleanup(void)
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SafeRelease(lpBK); ; o6 R3 j' t- ~" U* z# J1 h2 W1 k" H% A2 Y
SafeRelease(lpPlayer);
2 E+ Q& u, @7 B2 N( v( M) o SafeRelease(lpPlayer);
+ S# k/ b0 \3 _- w& d4 r SafeRelease(lpDDSBack);$ H ^# g) t: Q+ G
SafeRelease(lpDD);$ u1 b' U, i5 W f) T& Z6 E& L
SafeRelease(lplogo);# V0 b9 \9 S. ^
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}
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// Windows的主工作函数,类似Dos下Turbo C编程的main();
1 ]+ Y" n5 o6 N4 l8 s$ ^1 Fint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,
( v: z% H1 I/ x# `0 v( j( ~ LPSTR lpCmdLine,int nCmdShow)
3 M: }( X1 i3 k4 e1 m% H{
/ C& @; ^1 q4 X+ j MSG msg;: l! J" U4 D% o( O
6 _; l/ [3 v$ s: m' |' e# [ // 初始化主窗口;
4 O( G) e# R1 \" t* Y; b! g if (!InitWindow(hInstance,nCmdShow)) return FALSE;& l0 t2 ~9 ~) h: E" C
' W# X" d; m8 D& O2 W- O0 e/ S! X // 初始化DirectDraw环境,并实现DirectDraw功能;
+ Q! r: j$ O! j( l9 Q7 e3 d if (!InitDDraw())
3 j I) O) u7 C. T. O" H {
" w8 C/ n8 z! D) B6 m j, X: G7 [ MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",
0 O7 R5 Q: T$ a" ?, s' s! }# W1 v "Error",MB_OK);/ B, z& F8 o0 N4 A: o
void Cleanup();
+ L0 [0 g" M5 B: P8 |% Z; L DestroyWindow(GetActiveWindow());- Q Y- V. H4 f: l) |
return FALSE;
8 B. m3 B/ W/ C3 L }
* c# R% p) G$ A' T( _7 Q& C Gamehead();
5 K1 u; B& h7 m4 x * x. h# E3 L1 p% i8 d/ `( Z8 y
// 进入消息循环;. o# d5 C& P8 M* I* v0 n
while(1)
4 W1 C& v" p0 ` L {& r: i6 E! x& C0 ?; u
if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))- D" d4 {) O5 U! |% T2 L3 s
{
3 w/ ^' G( H( {+ ~ if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;
/ F/ \8 L( Y, | TranslateMessage(&msg);
5 W4 X/ m6 p. ?0 Z, m DispatchMessage(&msg);
. K8 h+ b" X' b% ]- z }5 d1 ]6 f4 B( Y* q; U
else1 Q) g8 e, D0 w
MainLoop();8 g y6 {8 J3 E
} . Q* X v. n8 s2 t# ^
return msg.wParam;
8 Q/ ]: b% F' m5 X) J}$ a+ c5 g7 |9 c3 }
: g8 G- t6 C m* c5 C( G" Z( J' a
& O+ A: j& P p! \! P4 d, o//游戏需要用到的函数 - n9 ~ J9 J/ r' h, G
+ u$ [6 i4 B9 e+ @% h! C5 G% q3 Q9 q
1 I3 M. r; k, b: Svoid Gamehead()
% k9 k# U$ f7 _! M2 V{/ V, l& B) U' O7 ^- `! x# G- W
RECT rect1={0,0,178,145};2 _* a* b! ]; b5 Z' P
int x=80,y=100;
Y2 t2 B8 \& J, e1 @ int i;
/ ?/ N; Z% H5 ]* z" e & |0 r% v0 ^/ |: E( b5 i
lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); y1 |) n6 u8 M% g$ o" m/ J8 d- O _
+ C' ]( Q2 h8 H" I& e2 e% e' i4 S for (i=0;i<6;i++)
& u9 U3 B3 a8 v6 q {
; J% H, }, \2 s rect1=GetRect(i*65,0,i*65+65,202);
6 n% }" ?; R& S; d* h lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);
: x G4 i* x: T8 [" L4 y& ^ Delay(500);; e: R* D( C" Q' t# c( a2 C* j
}) l& h n. ]/ u( T+ V$ u
/ z" Q l/ Q/ r7 R, y Delay(3000);' m2 X0 A/ j4 s' a
}
* {& u' p0 W/ Z( B8 D: L" R9 q) d9 e$ s' G+ h
void BackGround() //画地图
8 |; K3 o. V9 D6 S{; `' K5 Q9 \8 y) ]# s& L
int i,j;" _* O+ m) O" y) T& ^5 ~1 c- V
for (i=SY;i8 {" i- j# X* k1 m& @. j for (j=SX;j1 o! _( W4 d* U( r/ ^+ t" A' l/ `9 E& [
if (MAP[j]==1)
2 Q8 r' G; S' g" t/ ^, N {
1 P" W/ j1 \8 R: p8 g rect=GetRect(0,0,32,32);
5 p" {& @. Y: t2 I: b lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);
) \7 E L, L6 I% G } 4 a) H$ }* G, w& E0 _
else. o1 a' _4 s( h# }* ? | P3 I
{
' ~6 ]( I; _' {5 U. r/ v; i rect=GetRect(0,32,32,64);/ y4 E6 }" P9 ]" G
lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);
" F* C, ~2 I& _- v! c% E9 p+ T& P }$ a9 d8 x2 s9 C6 r
}
; o1 j1 @5 ~& v( G6 E- _( M5 B! r
RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 4 P) n- M8 w, H
{" I. ~1 S/ w0 t/ [& G1 k2 [
RECT TempRect={x1,y1,x2,y2};
+ ^5 k) _0 a& ]2 b; v. V return TempRect;5 b# M1 n/ m6 O: W6 J4 J
}& n4 X' K/ w* r/ D _7 w
( \# m& I' b" D$ s$ ~. Q" fvoid MainLoop() //游戏循环 0 R# n& N2 ~: r
{/ R& X& d, M! T3 t
BackGround();
+ I$ p! D$ e) s: |3 F# n8 t RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};- |" b+ }. p7 _4 C) B) @. S
lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);
/ {2 K2 I6 k$ H; L3 B7 z( x 3 W0 e; C# Z6 a9 a: {( W" M/ {
if( Hero.x<0 ) Hero.x=0;
0 h4 Q! F) j. y+ l8 ?' x0 x if( Hero.x>640-32 ) Hero.x=640-32;; t' q8 i+ Q$ E" E: m% U3 D
if( Hero.y<0 ) Hero.y=0;: N* j3 }. b7 L. c
if( Hero.y>480-48 ) Hero.y=480-48;9 C$ t$ P# S* }. t
( d/ K& _8 k" b9 u
Hero.old_x=Hero.x;
& y9 z( C o v% }# Y1 G Hero.old_y=Hero.y;
( W; l6 M' ^ d old_SX = SX; old_SY = SY;
0 F) R u$ e; ^- q( [; \5 K}
+ P, ^- e6 u6 S
" U! l" n& F% m
6 w. o) k$ l/ H. l4 A* m- t9 Evoid Delay(long time) //时间函数 - m ]& D8 V' g% b2 r
{) [- B+ n0 U: U9 m2 r- b6 D9 m$ y
static long old_clock, new_clock; //延时变量% A; ~8 c. R, G1 H& Q3 A
new_clock=old_clock=GetTickCount();
9 q# f- [& g1 V) f$ [$ D' D' V* U while( new_clock < old_clock + time ): Y2 A4 f! Z5 N; l6 y8 K1 I7 Y$ f
{6 C4 ]. L7 Z4 g
new_clock=GetTickCount();5 A! N3 X3 d/ P8 O! n M8 ~* a
}
! X) N: w) n% x3 i9 L}
# P% r. ~) }0 L" _3 z/ W; T9 o3 S4 [5 G, ?2 H ^' ]
" F8 ^4 O% Z: K
8 N+ ~: ] k; o3 z$ G: D* v
+ U! _3 n+ w( K3 h! P//下面是dx相关的函数* h* d8 f/ l. P9 X( R% l: B! W
LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 % M: k; j( P9 L) U, }
{/ E* p" {) J; a2 k
HDC hdc;6 }; n- }/ N2 b) \7 d9 S* q4 B$ A
HBITMAP bit;
Y* w% j2 F' X5 O- M LPDIRECTDRAWSURFACE surf;
( Y7 c7 V" m0 ~( m/ H2 }# M4 }% J, R" U8 v h& q
G1 J' P- V) ^7 w, f w
" p2 L2 X% N. _9 {7 ?/ D bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,
& z/ ?( s' {; j3 M+ u& c/ \+ c5 z1 I2 | LR_DEFAULTSIZE|LR_LOADFROMFILE);
$ V% M; l8 u2 H+ {: K* }; Y if (!bit) & G1 F1 H' k) F9 W
( n$ k# E* J) Y. P7 \2 O
" D; A8 ^+ @$ V/ L0 T+ R6 V5 |+ A
1 E& A+ _& B: [4 `" G. R$ e return NULL;
( y/ L) {$ O5 I7 i8 q$ }, ]1 f1 q$ g0 T" A. m. {5 Z5 ]/ @
1 k9 p; K- y4 S: v( y! I; F( w
( S; m8 W# m8 M* g BITMAP bitmap;
8 q3 K! U! a- A GetObject( bit, sizeof(BITMAP), &bitmap );
) Y6 I. I3 W* u9 Z int surf_width=bitmap.bmWidth;
# z0 N8 {2 D9 O& K" q2 W, N+ n int surf_height=bitmap.bmHeight;
! r& J$ w8 D/ _. g7 t7 ?; G; O; U j, w, [( J; x$ T" {
" p& A3 h9 h( a4 e- Z4 L* r
, X P+ b7 P4 p. g HRESULT ddrval;$ w+ c3 E4 } n( x9 ^" M8 D# E
DDSURFACEDESC ddsd;
5 }6 u# K& N2 Y0 |8 h# M ZeroMemory(&ddsd,sizeof(ddsd)); [) h) Z+ h, R" ]% D
ddsd.dwSize = sizeof(ddsd);1 t: }0 m3 {# l V6 l
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;- B2 D& w; X' O+ I, R* i
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 7 P* r& E, H- y! P
ddsd.dwWidth = surf_width;
2 R. ]# E! H/ G: i! }9 @+ A* ` ddsd.dwHeight = surf_height;
9 {+ B/ q/ X7 W' v& Q: e, ^; n1 r1 A+ i4 a& Z
+ v% u# A1 ~9 Q4 S9 H8 l( n
1 B: O/ O9 l$ \6 |2 } v( G ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);; X4 C& ?) D, e6 P2 l$ I) E
0 k/ i' H. c) R$ h7 ?- D0 p1 E$ V0 ?6 _5 Z& K. `
if (ddrval!=DD_OK) {7 c7 L1 K' T; e$ M
) ?3 h# a5 j, V: y. F
4 g' o# O3 L2 |/ F# e6 b6 t
DeleteObject(bit);2 h" X+ ~0 V* r
return NULL;9 T% z! @& f4 [, Z$ j7 R+ f
5 B. ?" o- x6 X T3 m } else {
: r% d, `2 Q" V* `
* D8 B+ L" Z3 R! D0 |+ V4 f4 l
+ [0 p# C) u0 o( U# T2 ~1 B7 l surf->GetDC(&hdc);- g) ^; {; _: i6 D S6 Z9 i1 g
: G; r- i7 w# n
2 T- u) I4 n7 R5 d; }& B9 [* y7 O u9 K; `
HDC bit_dc=CreateCompatibleDC(hdc);
1 _7 f" e; [( p4 x7 g9 b/ l. g; U0 D( |$ M8 V/ x& W
: y- @4 i4 I' C u5 ~
SelectObject(bit_dc,bit);6 P$ b2 t: p4 l( ^
BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);+ n* y" E7 c$ F1 `4 z
) \) L) A9 `" ?! Z( \! l% V' _" E, h! v% F
surf->ReleaseDC(hdc);
# {6 ` q6 S; l; q: ^ DeleteDC(bit_dc);
0 f3 \# T% U- P }! W: O' \: Y/ R- E( _
: j, I- o* M/ g& C: \/ B) Y& s! j Z* W: p
) {- D* N+ e9 B; X5 U
DeleteObject(bit);/ [6 O" R7 t0 Q: c
) a* X) k2 ~/ V4 ~0 [
) p* p) _1 U6 _# i0 C+ {( ]& m return surf;
f3 J' I2 Q; e+ h: l% k}
, G( x0 I- f% V
4 Z/ A% E# k7 \, }7 V: C* K! V0 o- O4 ^& B
; D' @' d- _ ~! ~, G
DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 / H. q) o6 g4 I7 B4 i
{
+ x! i! x" W8 G COLORREF rgbT;. y9 R/ l7 w0 V# N/ q% y5 T. r6 m
HDC hdc;9 S# S% A* @6 s+ x# E; j. S
DWORD dw = CLR_INVALID;& d1 J( i% r& Z* B8 k9 o/ b
DDSURFACEDESC ddsd;
5 D I" c! e2 L, C HRESULT hres;4 e; x$ W2 K# v" o
0 {3 U6 m8 Q) x9 e, ^ //
# t( _3 _% _# K2 k // use GDI SetPixel to color match for us
5 x2 ]# `. E7 T+ N2 |/ S2 D# r //1 y* j" e: j2 Y2 g& b4 [; w
if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)1 R7 j3 x R7 P {8 i
{
; C4 H/ Z) x6 \. Y5 T rgbT = GetPixel(hdc, 0, 0); // save current pixel value
1 ^- }: ]* [7 I8 J, p2 _ SetPixel(hdc, 0, 0, rgb); // set our value5 D n9 @9 q- m5 y* G! t
pdds->ReleaseDC(hdc); K6 y; X) @; r1 C, w
}
1 G7 H- g" N2 d( c. a) V! U
/ }/ }7 k# u3 R2 a2 A; K //, x$ s: s- }9 K4 v; w. K, A
// now lock the surface so we can read back the converted color
6 _- a% A, _& p+ p4 p) t //
/ S" O1 g+ s4 O% b& o8 x ddsd.dwSize = sizeof(ddsd);, ~4 r9 m5 n( V
while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)" g9 z* r t5 F3 a: Y! c; ^- C
;( \7 u X' p- Y9 P1 y7 H. `9 K& \
( X+ F9 d' B$ U' d0 ` if (hres == DD_OK)$ b! G9 H$ m5 x: h
{
/ p+ C1 o+ w- R5 Y& E4 ] dw = *(DWORD *)ddsd.lpSurface; // get DWORD
: k$ V" _: d$ G, f4 `! c" k9 f, A dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp
" f5 s2 B2 P3 {' a: r# Q* l pdds->Unlock(NULL);
, _: a+ K9 G# n; f! R3 Q }8 q9 @% ~" [3 {8 G
, ` i- O0 U# A! ]- r3 M //2 I% s. }" Y3 l& {, Y- L
// now put the color that was there back.
, M' T+ G& I" `% q //7 r) V, k; M( A. u( S
if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)
( z5 a0 A7 q0 ^* @2 y& z' i* ] {
; P h0 D4 u& m7 u8 } SetPixel(hdc, 0, 0, rgbT);
; O6 `7 N2 K" ~1 c. ]; G pdds->ReleaseDC(hdc);
; ?1 T- q! C' _! N: ] }& X' L' ^- R4 `" J
6 e2 ^3 g4 T8 P* y G4 r; Y, `
return dw;0 c3 O% Q# j' W7 P5 b. [( r4 B
}# k9 W" p7 D# p
, Z: h- J* g/ X! X* _% j; }6 Y9 Y/*
' W' |6 `5 M: I: c * DDSetColorKey! J, D, a- _& Y5 V
*- ~- n4 F, M: C/ y1 ]5 U* V
* set a color key for a surface, given a RGB.1 t6 o( s- ?) a" a4 E7 p0 `" c
* if you pass CLR_INVALID as the color key, the pixel
, Z- _' Y7 e- U/ b4 O * in the upper-left corner will be used.5 x% p4 i5 C- c9 W1 l1 I- D B; |$ V
*/+ U$ ~ v& K( a8 G( q W" j6 j
HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置
' u# P, Y- Z* k! q# y2 p8 e{
g4 c6 V& y' l/ W DDCOLORKEY ddck;; @! M" v: B9 V4 A9 v
0 c- e1 c7 w3 y9 p9 s
ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);
6 w- ]* x8 c9 g+ B+ M2 M/ x9 t# ]0 v ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;
B) F- i1 _& n z return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);7 u% j! _$ z% G* H: w5 F. J1 L. D
}0 Y2 R/ I) w+ I
8 p/ ~! o" V0 a+ R- p
3 }4 v+ C+ q/ j, K. X, A2 U: y! ^5 c8 J+ r% b; w
我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!
& e0 i) W3 u k游戏下载地址 hays2002.51.net/game1.rar
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