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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 / M y$ T* j5 n' P1 k1 B/ o #include // DirectDraw所使用的头文件; 5 r& k% [" x; d" T- \. N7 E) y' Y#define MAP_X 64 " a5 p W% A6 C8 @" }5 W6 o# I#define MAP_Y 48 3 ]) h3 h0 e/ Y" C// 变量、声明函数; 5 `2 \5 y* x5 a1 ? O+ u aLPDIRECTDRAW lpDD; // DirectDraw对象;& L0 v, D% S2 h" _8 l& r$ s LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 ) _/ b! S3 w; L4 l LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 . D9 m% O; [4 o9 I- HLPDIRECTDRAWSURFACE lpBK; //地图页面 + S9 H0 e5 P) @7 G+ G LPDIRECTDRAWSURFACE lpPlayer; //英雄页面 6 D. L( h" T V5 wLPDIRECTDRAWSURFACE lplogo; //logo页面 : J6 g) l5 L1 v3 v/ S0 _ LPDIRECTDRAWSURFACE lphays; //海斯 . y* q" m3 t) J& B. E' v( T0 r5 D1 A % k( |* }! l" Z% bint MAP[MAP_Y][MAP_X]={ ! ]* p4 S( x6 {# `{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, [8 X# T; K3 L, n{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},. A0 F* P" c8 u {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},9 F5 h8 n; O# s9 p2 ` {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},, u5 b1 P/ R9 o! Z {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},; t/ i& v( t9 ]4 G# g {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}, 9 q: J/ ?" J4 Q0 T/ [( W* F4 j) h{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 M9 Z8 C$ V% d0 N {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}, 4 E2 |4 u3 |* p) @( N3 ?5 }; {5 E{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}, ) r, p% A) |+ H{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}, ) Y9 l: A+ X6 g: R{1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1},) b% V, W# w1 t {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+ t# S$ N% N" d0 M. n9 l) 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},/ q$ S3 W5 E: f2 w. o/ ^& U3 | {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}, + x9 N8 G7 z) v, 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},% V4 b n) i) F [! s* 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},& r: F% x. _' I' x {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, 1 ~/ B- f2 Y& u2 }' 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}, + g6 r" t: G8 u: k! C( w1 F$ 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}, : k/ p$ Q: _$ H! w6 e( F{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 H; j! v9 n" ~$ y# B J{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},& t5 H9 G* G, `3 y/ W: 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},7 \2 J( t5 L2 O' m, p6 X {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},) {2 ^9 ^3 K* G5 a! m6 m5 g) a* |% U {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}}; " V* _; ^' b& h: n; m7 n $ b7 g+ c$ {% V " y$ I9 F! g2 n& S9 C* Y2 p2 Q, f int SX=0,SY=0; //地图坐标 9 b- u0 X$ ]) b5 Y: \& k+ ?( N P' b5 w int old_SX=0,old_SY=0;; ^: }! q( n6 W8 h4 w- {% M, M H" \% T2 K& h% g7 F2 d- P; Z: h$ cRECT rect; //blt用的巨型 ; _/ r# |# c& y% ^ int speed=10;7 J2 M+ a8 i m2 ~0 ]3 k5 y4 ? , U( i3 Q3 u6 v. Ftypedef struct{" I, S/ c: @/ x. z+ | int x,y; //当前坐标 ' j0 d) h- ?" G# T8 d) E/ X( [int old_x,old_y; //旧的坐标 0 }6 w \* _0 L Z8 r, `8 sint Way; //方向/ k6 W# N0 I* ~. {1 f! A0 l7 d! v int Stats; //状态; p: s" e# s7 G. r$ i }Role;% S3 w# B* [0 f & M8 T" K+ {* w. A* mRole Hero={1,7 f9 U* b0 T4 u3 @( U. j 1,/ u1 x# z( O; n. Q a$ |* s! { 0, " e( z7 V5 x$ V 0, & y5 ^) |/ B% V g5 W7 ~& m4 e5 h9 ` 0}; 8 i( E2 Q5 R' O& F/ h* r% ~2 G6 `0 _! m4 D; j ; ~2 A1 i* {3 e9 v/ ^4 h" W# \1 P1 S, G6 V# D2 X 3 j5 Q7 [5 L% t# a / R K7 i& @/ B/ d$ C, Z) F# @( u) \//函数声明列表7 s4 M8 i0 Z1 u % I% z; Q1 W1 G$ j RECT GetRect(int x1,int y1,int x2,int y2); 9 K' ~& \$ E1 J u( t0 [" ovoid MainLoop(); 7 N6 `. I& N$ F5 dvoid Gamehead(); 2 @0 [3 v6 W% a, k6 M void BackGround(); g; A& K7 h% `9 g4 HLPDIRECTDRAWSURFACE bitmap_surface(char* file_name);4 L/ n! t& b7 }8 H8 | DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);# M5 o0 a$ k8 m# w' S' c HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);; a+ T- l" z0 M) ? LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);4 w. c0 E$ _9 W3 X; l- W4 L9 Z% N void Delay(long time); //时间函数 * t, ?: B# j$ g, q1 `7 r BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;; b% c% l& M0 x$ | BOOL InitDDraw(void); // 初始化DirectDraw并且打印字' M, m0 g2 S2 u #define SafeRelease(x) if (x) { x->Release(); x=NULL; } 5 C6 q2 b1 |0 j. y' Ivoid Cleanup(void); // 卸载DirectDraw函数; * v x6 |4 `% d2 U N: y% k# q) J2 B* P6 d , c4 }3 P( w+ {% M- V8 u , _$ Y3 ?! `/ G! @9 sBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); H& s1 |' H: Z# j+ E8 p {$ b! `0 v, Y/ g5 W" y U5 d HWND hwnd; // 窗口句柄;2 d- Y/ t* i; K; I) N4 P) v7 ^& L WNDCLASS wcex; // 窗口类结构; ' G) T9 Z, G" y# G 6 k0 \1 ]$ K6 V# m( z3 U2 N0 I // 设置窗口类结构; 6 K6 m6 b$ g% y0 v9 q1 A4 }; c" h2 W wcex.style=0; // 风格; 2 v& e2 J" `) x7 K2 l0 ` wcex.lpfnWndProc=WinProc; // 窗口处理程序; 0 U! S" k5 n0 D; w u- k* G6 k4 h- t wcex.cbClsExtra=0; // 扩充风格;( f# C: z" W+ ~. Z- r wcex.cbWndExtra=0; // 扩充程序; - |) n5 N; c" e. R& X4 G wcex.hInstance=hInstance; // 应用程序hInstance句柄;5 Q% q8 h+ d L" V$ Q/ g% ~+ d wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; 7 K1 S# N1 v9 e wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状; t& D- C# m- _: m wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;7 y5 x6 a" {$ r+ D wcex.lpszMenuName=NULL; // 窗口目录;1 Z# @+ A8 j9 U0 H& h/ Z9 O# } wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 2 i2 h' g7 Q- k: P& r // 注册窗口类;! J" _3 E6 o/ l4 j RegisterClass(&wcex);- [: P2 Z& f4 K5 B! H& E' U // 创建主窗口; $ i( t6 q2 S$ o* ?2 A hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,+ z$ K, X: d* x 0,0,GetSystemMetrics(SM_CXSCREEN),1 _. ?0 H# b. M" I1 g8 `+ W GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);/ [; j; Z1 F5 h$ J if(!hwnd) return FALSE; / ^6 V+ B1 F1 ^ c ShowWindow(hwnd,nCmdShow); // 显示窗口; % Q8 O: {# Z; R. f8 L- m- J! l UpdateWindow(hwnd); // 更新窗口; & | W# O) H0 C$ b2 U 4 E8 h5 N: y, d! O/ y0 @4 c- |% x SetTimer(hwnd,1,30,NULL);: Q% A/ ]' A6 V# g. q$ ~4 B3 ] , h, s% H2 N5 K# O0 g3 b9 f return TRUE; $ o6 K8 i8 {9 S. V/ d( r. I" n} ' x6 O4 f, t2 D% s e, q2 a1 H7 l* ?6 d9 W& b# b LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) 1 l- A" O- o& ]* P$ Z{ " l9 R) b0 e$ Q6 p/ ~! O switch(message)5 B' n4 ]4 m: p8 d" f. ` { 1 x( A0 t# \# K case WM_TIMER: E( m* ?4 ~3 N P" C- W lpDDSPrimary->Flip( NULL, 0 ); 0 y! E1 M+ z* a/ \ Y break; 9 h/ Z' m3 f) N* b9 E) F8 a " P3 W6 ^* `) i" H3 _ Q$ g, t case WM_KEYDOWN: // 如果击键; 9 K# Z7 _+ B, B# M- L; o switch(wParam) / k+ N8 p U9 v: p6 v {8 A( s& _5 \ E case VK_UP: : z% f* W! ?. B3 U7 l5 O Hero.Way=3;: g7 V, e& Z. R! \( f, @ if (SY<=0 && Hero.y<=240) //往上走 ! W9 w# J3 J% t$ D' ] { * y- b# E* B! i6 n4 X SY=old_SY;( f# x* M' Y, x1 C2 L6 e Hero.y-=speed; : [4 k$ r& L. T: @- n. t }0 C- a, i, J1 y1 A% E) g" i! u else if(SY>=MAP_Y-48 && Hero.y>=240)/ w) L" }* r* A* N' A2 K {- W$ |/ t: P9 g( P z' {' i s SY=old_SY;( {* S4 w. W3 X) G& L Hero.y-=speed; 1 i2 v; ^: S3 F- L: @: l: e }, n- m, ^/ Q3 i* F% J' ~5 i) A, w: L else SY--; - G# r6 w4 ~- } ; `5 S0 {: }0 {9 s- P6 M break;+ G8 a" F4 X) K; ~, v 5 J- q7 {2 U* f, \$ R3 k/ P case VK_DOWN: ) H9 z1 S: J+ s5 i8 l8 w Hero.Way=0; ! F3 k' |' L+ m if (SY>MAP_Y-48 && Hero.y>=240) //往下走 , {1 R7 A# {; _& ^) z, n {! N2 D& p9 [! D8 k4 K* ^ SY=old_SY; 8 x! e) o: M) O* U7 y Hero.y+=speed; 8 `/ g8 {3 R' _" b, J3 p \ } 2 P6 Z! N1 q) v* J4 @/ }) ] else if (SY<=0 && Hero.y<=240)6 V* _1 S: P4 P6 q1 p) A, G {" V @1 z4 o; K5 K SY=old_SY;8 ^8 K! r1 F) t0 P Hero.y+=speed; G" M7 b3 P* B( r } ! T# G2 ~# r' y) T# t, v else SY++; 7 K- C% G* h# h1 ]/ ] 2 Z7 I# E c2 U a& c9 W break; - r: A! Y0 n. i# @6 X9 P 7 S( r" S! Q8 V+ v# E case VK_LEFT:% ?- c! a6 b, V, S. P& A Hero.Way=1; ; u4 }7 C8 v* g- r if (SX<=0 && Hero.x<=320) //往左边走* D) H$ s% w) K2 l! O { ; U9 m7 z/ G6 z) r. w SX=old_SX; * f1 ]' n7 a( ~' c2 }5 o Hero.x-=speed;5 H+ R- L9 ^) K1 G+ p" I1 j/ W+ X }, D+ R9 ?& N" U5 _9 A7 [% j else if (SX>=MAP_X-32 && Hero.x>=320)# _+ p' s$ m- K/ g# D2 t; e {) @5 r. ]4 ]" ~, l1 `! L SX=old_SX; % |/ Q" j. T- D Hero.x-=speed; $ E, E y, L% W: y( Y9 r/ v1 r2 |; S }8 W2 X. L$ g4 v9 t$ N else SX--;% e1 b4 V! E; F$ ^8 A0 r 5 g1 j1 v( x0 E9 i& T2 k1 Y break; ) Y" S+ T1 B' ?; ^8 \$ F3 @% V 9 w# p- B; k4 B) r 7 I: k# v! _1 C8 ?: w% S# A8 H case VK_RIGHT:0 F" \. X3 B s# M( ~# z: r M9 @ Hero.Way=2; 9 c- M) v$ }7 [ if (SX>=MAP_X-32 && Hero.x>=320) //往右边走' z$ A) Q& }- }. T {; t) d9 u& N0 h4 [* m9 G SX=old_SX;% ?' p* d3 p0 y* d9 _* B) y Hero.x+=speed; " y8 A' `4 i1 ^4 x }/ W# ~% v- j, }& Q/ P: ?6 i4 M else if (SX<=0 && Hero.x<=320)* j# t: ?: B2 { {6 r/ c. e1 T/ Q8 m3 S1 u SX=old_SX;% P+ A7 I: }& J- R3 t! ]( I4 n Hero.x+=speed; $ _4 m0 |8 }% k0 H B: v3 k9 | } & }" W4 R# j* J# U else SX++;5 q. ?. _7 w; A$ |, P+ M+ ?4 }+ e : S6 H, V, F# i- `# \! j! C; F! N i8 I break; 3 {' I* X8 s! N" ~7 x- R } ' ?8 y$ ~6 Q5 b( L5 Y ) s( A5 D9 i) H5 W9 l : y7 Q0 u8 x# r/ n: b Hero.Stats++; 1 D3 l0 Z% L t5 x if( Hero.Stats>=3 ) Hero.Stats=0; * v8 M0 T' ^/ C2 z. q7 ~ $ ^5 \2 G- x3 m% e6 q9 ~; J break; # j2 w; q! x3 j - U( h) x! h' m, I, e: s/ E/ U B case WM_DESTROY: // 退出消息循环; / A; F7 H$ L: k. s- o Cleanup(); . c* g' Y2 ^. l, E, a PostQuitMessage(0); 1 }2 m% A. s* K5 ]$ { break;8 v d' I6 Y- a7 ?( `2 q, ? } i9 Y3 q' C u+ g$ ?+ { // 调用缺省消息处理过程;6 Q7 Q% l2 R; a9 k- |3 k# j) W$ W, y5 U return DefWindowProc(hWnd,message,wParam,lParam); , J# t! t4 A; U1 E) \} , z" P7 O$ s9 ~% o2 }3 r2 L0 i3 G8 o; t R! u9 M; a // 本程序的最核心内容,即DirectDraw的基本功能与用法;+ H6 z& k8 V: C) P+ }5 h BOOL InitDDraw(void) ( O( m t) U H! |4 l$ Z{! d( L2 c1 ^* T4 U# H9 n$ J DDSURFACEDESC ddsd; , c5 N: r# C% ^2 K HDC hdc; ; }" R9 e7 Y7 j! j! U$ v6 w DDSCAPS ddscaps; ( I& e: d; ]) p W+ Y; r // 创建DirectDraw对象;/ R& J/ H4 f" `- n& R) B* U if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE; % e. L7 `% t# Q+ ` // 设置为全屏模式; ' |4 a' t9 r4 Y; n* ? if (lpDD->SetCooperativeLevel(GetActiveWindow(), # V. p6 E5 ^2 s! s7 T5 c/ F% p DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) 0 V1 o& o& O8 c6 F& G return FALSE; # ]& J( Z3 r# x9 a. `* L6 M+ I // 设置显示模式;5 N+ @+ F% ^9 m8 j# t3 e% {4 p4 e if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; # Z: G) i; C; I) a5 a6 d' Q/ _ ~7 ~4 c // 设置主页面信息;9 R( o; F) |8 e' z& i% S, r; v6 f ddsd.dwSize=sizeof(ddsd);4 H2 Q7 h- @7 R3 Q2 b* d) Z4 k5 X$ n ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; " P, T, [, E4 j/ F% |$ y: E ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | 7 J- }8 G+ { n; X6 O C/ S DDSCAPS_FLIP | , M* P" h, p; G6 A! n7 w DDSCAPS_COMPLEX;* K' w1 @& d$ U$ ]3 u * P) o1 t/ ?. a" s# V8 I D2 H ddsd.dwBackBufferCount = 1; % Q% ?& i1 i6 r7 `0 P5 J# R % a1 ~5 h3 `0 E( q) h1 v% A // 创建一个表面,类似开辟一块屏幕大小的显示内存; 5 `. b) S8 L* ] P' z5 X0 {! q if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) : s" y. B: F/ | MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);4 G$ V: z: f' U. S( \) C% T * V/ d: @# ]' J' C- L ddscaps.dwCaps = DDSCAPS_BACKBUFFER;5 m" [0 ^+ T& M3 \ if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)$ ~) w, x8 Y) p0 W MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);2 T8 \( _4 N: |: p ' ]1 r3 u- C3 o+ H. C) \ lpBK = bitmap_surface("map1.bmp");6 W, h% B8 K. }1 H4 n' q lplogo = bitmap_surface("logo.bmp"); 2 i9 T0 g. e# E& h& \& r( E9 P, J lphays = bitmap_surface("hays.bmp");0 w4 C1 h. H7 S5 H lpPlayer = bitmap_surface("PLAYER.bmp");5 u. c: M& k6 A DDSetColorKey(lpPlayer,RGB(255,238,187)); $ v# u: P& `# H/ M0 @ , j1 j2 f5 h, K return TRUE;# ~: U+ l- k* r, | } 2 H/ i+ X8 K$ l" \" p1 ^6 t ; B( V) _; {# M- Evoid Cleanup(void) . b3 d- f0 q- W. a{/ c' ^" m0 m+ V ' g+ ~% R- m7 T4 _7 b3 @, h SafeRelease(lpBK); 1 X% N9 `9 d* ~7 E# a% u9 l SafeRelease(lpPlayer); - f0 E. ^9 @( M5 n6 Z- J SafeRelease(lpPlayer); " }7 l0 L3 a8 J9 ]% q# l SafeRelease(lpDDSBack); ( s K* D$ z' G/ e& }6 ~ SafeRelease(lpDD);5 d" l" s# R9 P, L8 j' W SafeRelease(lplogo); 8 H$ k: [9 x: ~5 O4 g9 G; F ( Y& w; G4 h2 C" d} * L+ v+ w U( F ; B. Z; @2 p# P0 U4 d/ p// Windows的主工作函数,类似Dos下Turbo C编程的main();; \0 R* u. _* x int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, ! X c8 L$ Q8 A1 J* U. s LPSTR lpCmdLine,int nCmdShow)- w y5 ?. p p \0 i {$ | H1 m3 a0 }/ b' P MSG msg;" [0 Z. C) b' b* _/ c8 {# J& H - H8 N: d: C8 @9 @* p% O/ l // 初始化主窗口;5 P1 B1 G4 X! l, z9 }) _9 j: `; A( k if (!InitWindow(hInstance,nCmdShow)) return FALSE;# V: i3 A6 A, M* l; R / e6 j, M: Q1 T+ C6 E // 初始化DirectDraw环境,并实现DirectDraw功能;1 C4 `& H2 B5 K2 N if (!InitDDraw())! Z* @, d9 {+ v& s {4 m8 h l' g, Q% i" @8 U ` MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!", 7 l' A0 Q& h+ _: \, a) R1 W/ ~2 Q "Error",MB_OK); , f! u, A; p7 Y9 I( w- G* C void Cleanup();* r' ^! S$ ^: b" O DestroyWindow(GetActiveWindow()); # S# v" t! H7 C6 w2 u: E$ ` return FALSE;( j+ Z B8 S7 ~% o# o }$ ?# `/ C% k7 [ Gamehead(); 5 L, n: j N! I4 e $ q! j; e3 T9 E1 `" c // 进入消息循环;6 z s- ~" y1 e8 }/ \; \9 W while(1)3 ]9 }$ G) b$ b4 s5 X {% A. y1 E( k ^2 u if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) ; v/ M7 Q# U# @5 H$ S! \. l {% L) d; v* i# A! a7 k! M9 j if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;& z0 _1 m5 I# j' D- X TranslateMessage(&msg); 0 {: t- H0 b5 a DispatchMessage(&msg);6 f# Q% E6 Z q } 7 [' [5 Z/ y6 ^* |- \$ ? else " e% b5 f+ S' @. g- g MainLoop();* g5 U0 r& c% s& T% i, h% k } 3 V9 F8 t0 H/ s/ [# u return msg.wParam; 8 y( a( w; P( o$ x$ b}1 p% `: p) i. N ( V+ g* } |4 K7 q0 o* E . v6 `0 v; g0 a" @ //游戏需要用到的函数 % d" [- M1 S* X2 X! R , R( v+ }/ m# B9 J! ?. v; x+ l8 n. }- I ! k4 t8 T! N7 c: F- }0 kvoid Gamehead() 4 g4 q% h, a1 U" x# D9 Z# O{ # P# J( B, y+ a1 {, z) N1 T RECT rect1={0,0,178,145};4 p5 S& z) ^/ S/ | int x=80,y=100;/ o8 u; o. ]8 P int i;- Z, `" h* s" `- Z2 O- z % o1 |9 ?0 Q( ^! _ lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);. g3 O" u! I5 O U" I 7 e% l ^3 w2 G for (i=0;i<6;i++)! o: Y) `$ h1 w {2 x; }, k2 u9 G1 ], b. Q, ]- _, {8 T rect1=GetRect(i*65,0,i*65+65,202);( }1 E2 \( D" q lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);6 `4 s4 F! j& w4 Q Delay(500); . |$ \& |! X! @" ^5 A }8 m( Z0 o4 w1 H) r9 r& n 2 z G$ ~) d& t+ F$ H( b) D; I Delay(3000);" _% t( i- a; T } & S7 A$ r/ Q6 h! U7 ]3 y 6 ~- f( X1 u# U* U ivoid BackGround() //画地图 - M/ H5 g5 J7 u' g5 @, M" m- h{; ^3 \9 [( ?6 G int i,j; 1 t9 i1 _, E" o$ M: } for (i=SY;i5 _. i$ F7 c! b for (j=SX;j; b3 X& C$ D* m/ k* O if (MAP[j]==1)6 s- y1 V) Q- Y$ K, y# f {' {3 x' Z( Q* d" n: r rect=GetRect(0,0,32,32);: S* Q! q- B6 E/ T( r3 z lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);6 k, M$ K) v9 u ^ } 4 I1 A5 v4 _7 i else: b3 W |& Y2 J {" J. f6 L" D6 }' n! \' w7 M- A rect=GetRect(0,32,32,64);1 s) `4 H- i; G7 j% \; R ^ lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); 2 c9 J, L" H( u* C9 E } 4 v2 `2 T5 M9 }" n# d' J9 h( n# ]/ [} " F3 a. k3 {8 r" C9 Q/ C: v( b! R- R+ V1 z& N+ @* r RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 ) O0 h. o" J$ i' X" s; K* ~ { & J& P. ]- H; m9 B RECT TempRect={x1,y1,x2,y2}; * W- _+ s. K8 w, c return TempRect; w2 w4 B$ o6 {/ G# V# J4 z, g} " |7 o/ _5 x l7 d) \ - s4 v o( \! cvoid MainLoop() //游戏循环 % R& b U& g( Y2 |. ]{" i9 s' S3 w* P7 h4 P BackGround(); * l9 D: n5 u9 k. m RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};4 g! m" L7 A, h* y( Q lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); / G9 {( I6 W$ U2 C & l( Z8 Y4 E+ z' H. I# T* ~ if( Hero.x<0 ) Hero.x=0; ) q7 |) H. k- m) y' v4 I if( Hero.x>640-32 ) Hero.x=640-32;& F; U' x; H. h1 l if( Hero.y<0 ) Hero.y=0;1 Q) e( L f' Z; s0 w* \ if( Hero.y>480-48 ) Hero.y=480-48; 4 Y, h8 l4 S" q) w# F' A! u! ? + E) G$ L- b; _1 F& Z3 Z8 P+ [ Hero.old_x=Hero.x; ( {) j9 b3 T3 T* I; m% o Hero.old_y=Hero.y;" l3 d3 o4 _' J old_SX = SX; old_SY = SY;" g! ]! ^5 b5 p } / Z/ f4 t, }8 D+ ^. _" x ( _. `. x; T2 i' {$ h3 r6 Z/ q( C8 W- K- ] void Delay(long time) //时间函数 2 v/ K/ _& s: I% n; v; {7 q7 f {( b" X* H: t5 l7 o" C/ u3 p- d% Y# j static long old_clock, new_clock; //延时变量! z/ v4 V( G S new_clock=old_clock=GetTickCount(); & P* r$ q: {+ ]) _3 Q4 { while( new_clock < old_clock + time )* z4 S* o; D2 Y; }% Q. Z {% q% k) W8 b" Z0 c1 S new_clock=GetTickCount(); 8 z( E$ Y! @- Q- [ } & x$ _8 v. b- I& o3 k2 F* ~( M0 I} 8 {5 T7 i6 P+ w$ R. j9 c# r : X) @! D; Q. L* ]. ~0 q. a. f. I; T# j6 `0 z9 j3 E" F , r" k% \) X3 s" ]$ q- ~: a - L+ F: J7 _' t0 K' K. ]; R //下面是dx相关的函数" G( i8 M y+ v6 I LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 & R. A! Z0 ^7 N5 `, m* f! j {9 u& f# P8 F! ~. y HDC hdc; / F1 J: r t3 j3 c HBITMAP bit; / S& G2 n2 d3 v$ S LPDIRECTDRAWSURFACE surf;9 e4 h8 ^7 a* P: z5 I % ?- Y/ b7 F2 W5 O; m. \/ q: A5 @$ O" D" B+ y8 [& M7 o J& b3 s- N& x" @/ ]* @1 I; a bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, ( d \" q! T9 X5 J LR_DEFAULTSIZE|LR_LOADFROMFILE);, o6 g; Q" i6 O @ if (!bit) ) x3 m% m2 | |; h7 A$ k h - `, U( x) L6 C2 M( p 6 F- D7 \ E) X$ \% Y' D5 Y 8 [8 C- ^! G6 [ return NULL; " L e5 V4 y2 d3 ]# ?9 z* n, n2 z+ u9 G) ^% M2 ^/ a . a6 H1 \% R) b5 m' j 4 L$ Q3 D1 j, _: N8 Q BITMAP bitmap; 0 {. u i4 N( p GetObject( bit, sizeof(BITMAP), &bitmap );/ z5 q7 c) M+ X0 k1 F; J, P& Q6 R int surf_width=bitmap.bmWidth;0 S! c; R& Y2 J6 e1 p4 \' Y int surf_height=bitmap.bmHeight;( G9 [1 o0 }8 g. \ 3 }: b! h2 S' Q6 k- I7 |9 A5 x* c5 x: o$ {1 S& e5 p; ^ / P# o/ z( c: b e$ o HRESULT ddrval;5 B! e' ?, j3 I3 u5 _ DDSURFACEDESC ddsd;7 H3 f% [- m" E ZeroMemory(&ddsd,sizeof(ddsd)); , B: G. F( C8 T7 l3 O ddsd.dwSize = sizeof(ddsd);+ l7 Q9 {7 h d3 P ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; . l0 g0 ]& A, Z5 G- u ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; ( F0 ^/ G$ _" J; u* a5 R8 x ddsd.dwWidth = surf_width;: f$ z2 g# W2 q' E( d r; J ddsd.dwHeight = surf_height; $ i4 n7 g/ E. L4 D% v6 E# J7 [4 i' o+ p 7 }6 [3 V% N9 K! w3 \* m" T / I+ S; m2 Z" E; P& B0 a- K 5 n( O, \. _; s0 v+ b5 q3 j ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); 0 G6 k) m: C& b5 ^& l' ? ( t- j9 C' F6 A" \" R. {! o# ~/ K* f7 k; \7 E0 ^ if (ddrval!=DD_OK) { + k6 ~/ |% k/ ?1 o$ h% B/ }; J0 s! u ]5 S$ Z( U, x2 { 4 e6 u' p- }5 M# N- k( t/ ?+ D% { h DeleteObject(bit); 4 s8 M% G" d# s3 b" u: V* k% j return NULL; 1 d' @. d- E4 f4 w" }8 p . \5 ]$ \$ q \& S2 t- R. ~ } else { 0 u% O ?, E0 z: ~! J6 V" ^: S! W; O2 A- _; Q - h1 }# C5 O) D" H+ _/ n( I surf->GetDC(&hdc); : e L* v5 z8 o1 f # S! C2 o2 o2 M" q* y0 j 4 A* s1 f1 N" P- U* [ ! I# x; J8 q9 u6 A HDC bit_dc=CreateCompatibleDC(hdc); 6 S, k9 z9 n" m' K" }; ` 9 i! G+ n" K3 P# i! q$ ^; |; Z . Y' ^3 L2 [5 k SelectObject(bit_dc,bit);; C" |- {* i s8 d BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); 2 [$ l' _6 w" I+ n * j# E' A' o* e$ E* \0 `& ` - x0 U) R: h/ i surf->ReleaseDC(hdc); 2 w2 Y1 I+ G3 ~ DeleteDC(bit_dc);' m4 m- D9 m0 B }. T o: ~6 Z* V( v, o8 @ 6 {; F8 T) t o% P6 n, A$ G& c0 r: j$ z1 P3 \- g: S , Q0 V& ~8 B5 D; N/ F8 [0 q+ n DeleteObject(bit); : U, X! E, g% o s9 ~; O% O6 P. O! K) D8 x, v$ G * Q6 G0 L- N# C( k+ q S return surf; # I. c& j. c" X} 1 A- }$ G f' \ {0 D2 m. O% F3 `. l% O& T* P* b2 g* a# o9 ~2 } . m# U/ d; q) j6 t: A; X7 ^DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 9 C0 K D8 D8 ?( P( v{4 q5 Y4 _1 {/ A- g COLORREF rgbT; 6 U% u# S2 ^6 E+ M, d6 U& G HDC hdc; 5 O% ^% g% {: I- r( z' c( J% G: ^$ n DWORD dw = CLR_INVALID;% u% S8 k) B: D2 z5 w# F9 g s8 \- o- u DDSURFACEDESC ddsd; # H( ?" G7 J$ {+ V2 H) L" f HRESULT hres; " d( T8 c3 C- C$ W% q* H4 I, ~2 y# a9 ]3 x! U) R5 r/ z% T+ c# M // / h4 m3 U/ f" v, }! R' e8 z2 z% q! W // use GDI SetPixel to color match for us( h+ Q, ]! I6 e // 5 k5 U$ m/ {/ H# A) Z4 V1 h if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)1 p! K9 Z6 V: _8 Y4 l/ `) C { 8 \0 j( w1 H% W( x/ @; t rgbT = GetPixel(hdc, 0, 0); // save current pixel value 7 Q8 o' S4 C+ ^2 S7 ~9 z6 c SetPixel(hdc, 0, 0, rgb); // set our value6 E" A6 N6 R! e pdds->ReleaseDC(hdc); - _( Z' m& r& ]2 R }0 I) t9 i+ D/ w. \8 R; W9 u 8 T. @+ Z: [. l! E //! M; W: v! P% v5 x* ^ // now lock the surface so we can read back the converted color# O3 l7 O" |0 T7 N+ n* g/ g1 R //4 S1 Z. H! j, o5 u+ b' I5 G7 V ddsd.dwSize = sizeof(ddsd); 6 b: G3 a3 @ P% \9 l while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) $ r7 O, [' u' P ; ! E% R1 d/ d6 c2 {" l# V9 v, O$ M8 Z" z* D0 j! R8 a* y if (hres == DD_OK): H+ e* N* N0 Y8 k* ~ {8 @5 D" i# Z( x7 S' ^7 z dw = *(DWORD *)ddsd.lpSurface; // get DWORD ; d& m Q: E* \9 w2 l* z( f dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp# T M# Q. J1 Y9 d7 J pdds->Unlock(NULL); " t3 j& n) t3 I& i } 8 \. f3 N2 n0 B4 r# l2 E4 W! r 6 K2 w8 V- K# a; j // ( p) f8 x7 }# K7 o% g8 b( X // now put the color that was there back.& ^, W) _6 b/ N0 F* O/ m& W& [: a // 4 [( |5 _ w( s: [ if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)* i( a8 p& L& j! ~& H { 1 n+ {5 w" V) s; J- H$ a SetPixel(hdc, 0, 0, rgbT);* F: O3 `) b9 h; L8 r$ |7 s e& X6 Q7 @, m pdds->ReleaseDC(hdc);% j$ B; g: C' b8 r: s* Q }: S7 t9 U. `/ F3 j 4 f" Z2 ?! A7 Z3 j0 B- Y# ?0 ]& S return dw;+ e" f4 p& ~4 m4 h/ \1 r4 h } 5 i0 e' y9 o) K+ `3 i/ S1 ^( T' j+ D- Z2 x /* $ B% D: W- o3 d+ X2 C( Q * DDSetColorKey; a( W- z" p: E5 i: [$ B4 z * 0 t% d. p$ p+ w * set a color key for a surface, given a RGB. " W9 _5 _0 U1 \3 N1 j9 l( T * if you pass CLR_INVALID as the color key, the pixel S' J/ ]% ^2 @5 x * in the upper-left corner will be used.; M3 }+ a2 S1 t- ~5 n% D */ # f2 C! f5 B) pHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 ; N0 l" c/ _9 ?0 F4 ~) @ { & j6 R: v* [) O: @9 ?0 H DDCOLORKEY ddck; 5 s8 b! S5 r) o/ ?4 Q + b) C5 T+ l" J3 ^ ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb); 1 B y( T$ ?; Y; m* {7 J ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; 5 _6 M$ R/ d; f: s( T8 b return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);. K0 I- `1 `4 T6 V } t- N! \& J. a! q 1 L4 k- l \6 J; N4 F ] * P+ K# w5 V8 S2 q) L 6 j% j- J5 |% W/ `7 p' d. i9 K 我花了一小时写的!!!!!!!!!!!!!!!!!!!!!!1 T5 O* n5 k* H; v) G$ \ 游戏下载地址 hays2002.51.net/game1.rar( L' J7 {+ h$ u7 B! L
    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?# w! G+ W; i1 Y+ P3 v- q
    7 _# `, q. n4 F" D# j
    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。8 M2 {$ O! W7 y+ F- v& 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:% U* q, D: t$ H8 z& A9 i& x/ x
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    + f7 y) N& F" w7 R2 U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
    " u+ B& q+ T, S/ ~8 [' ?4 [1 w$ n# Z  u) O
    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

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    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 \  o% S/ `  }; G$ s' b
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    4 ?- S: I% b; j6 t, o# N' I
    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。
    5 b" q, ?3 Z( I% |" b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。
    & B& D' k; e, U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。# Y' @" e$ `$ y& ^0 }
    1 i% F3 W0 Q7 O8 p/ ~

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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/ c( s: r  z$ b7 Q1 d
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里% K, |$ a/ h9 C' Z
    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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