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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 ) g0 i, w+ L! c, h- F3 ^#include // DirectDraw所使用的头文件;, `9 U' ~; u8 l% A" ~! A #define MAP_X 64; V) X7 m# p7 y- G4 ], p #define MAP_Y 48 4 @ S, E+ G$ p7 k! A// 变量、声明函数; x/ ?/ e& {6 N/ s LPDIRECTDRAW lpDD; // DirectDraw对象; % B# H5 f: N. m8 ILPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 7 ~" e. _$ q8 q. m9 v2 `LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 3 I1 _- w- O, f6 V8 H3 Z' t' iLPDIRECTDRAWSURFACE lpBK; //地图页面 6 a6 e! [. p4 m- S8 HLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 * J; O8 b" W$ B8 |! T LPDIRECTDRAWSURFACE lplogo; //logo页面 2 t( `( h& J' |4 O8 r1 i" p ^ LPDIRECTDRAWSURFACE lphays; //海斯 : {7 @; `4 J/ c' ^- S$ p8 t3 k) \: H5 G; k0 R% [0 X int MAP[MAP_Y][MAP_X]={ 5 _# [* o3 s+ D5 k) N! W# @ m{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}, 1 ?* A2 D: h: s; J3 a0 g( 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},8 s" E' E" \# G) y! ]6 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}, 0 s0 ^8 z( b; s: ?* z! c7 H( ^{1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, $ R9 @5 _( \: I 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}, 0 Q( b: R* h0 ]) {3 L{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}, + m7 U; `, r' x6 D9 Q{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},1 ]1 z- g" I0 k" K {1,0,0,1,0,0,1,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,1,1,0,1},9 k' k/ z; c) a( `) l( s1 K7 ]) u# @4 N0 ^ {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},4 C" v7 c, q% j4 `, ?) f {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}, ' F( O0 F: t, s4 n# Z8 L0 [+ z{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},% H; Q) J, o3 s8 l0 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},6 k* }( Q7 R6 [# T6 U% L' H( z8 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},2 i3 `9 n) i+ g) L3 X* s+ ^7 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},. I: I' P. [+ B( ? W {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},$ {6 n4 U" Q/ Z5 u5 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},+ ~ }# z+ L: Z# C5 W/ 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}, / e# W+ K, G3 s4 Y- 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},) d; L2 M- f6 r) {0 [ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, # [- v5 A# f: B/ c/ 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}, 0 l9 @/ ^6 o( B* 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},* I/ e6 M, f# y' V# D0 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}, ) I5 p: B+ N; t6 x' c2 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}, ; V8 O! `5 v1 C! ^{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}};. c5 m% |+ Q; P6 E7 Q: u4 n9 H ( ]2 Q2 i& C3 A) C: ~8 F+ E; v9 A) A+ S5 o& A int SX=0,SY=0; //地图坐标 : }5 M* Q0 P3 G2 ^( L/ e+ N! T 2 P- A+ Y! ~! dint old_SX=0,old_SY=0; h3 P1 Q( m: Y7 v 1 L f2 Q; B6 M W" @ RECT rect; //blt用的巨型 & ]5 z$ K$ X. L& j+ _ int speed=10;. P+ ~1 E/ G; D: b 6 Q8 m3 ~& i' n9 m0 }$ [; Etypedef struct{" H( ]- P0 K( i/ h+ U int x,y; //当前坐标 ( O: f* X1 P! b' v' Bint old_x,old_y; //旧的坐标 ' H2 F- u h* {) H5 R+ z% s _int Way; //方向 . V/ C* Q* T# e5 f: Jint Stats; //状态2 B8 J* K- ]* V }Role; + k) \, E% L8 Y* G7 S# }" u6 ]* R8 L5 k( {4 C5 {1 R$ y Role Hero={1, k W5 z3 v- D- g% k 1, - a4 t* K" G+ u3 K% q/ Q 0,/ v1 `7 f) c" V4 Y9 Y: Y 0,! v) }7 }( J5 z+ P) A 0}; ; X) L$ X J, Z& H/ x# D$ u; T3 c- _/ k" `7 ~5 A! y' d $ r2 Y1 i0 c* O0 d% ^5 s 5 K$ a5 P6 e- c% W Z& ^ 3 `, h7 y. D0 @3 r* P$ L- B# {$ u9 h- H: _1 [% }# ^- X4 Y //函数声明列表# e0 u2 @; B2 _9 h: U0 ]0 B 3 x$ _% s2 f( M, ]# c ~: W RECT GetRect(int x1,int y1,int x2,int y2);. [' ^" b8 q5 i; V) { void MainLoop();( c; n( ^9 ?- o5 X! Q! n! f9 b7 F void Gamehead(); $ u, R& r0 b( X) k: D* a. M/ i' pvoid BackGround(); 4 r4 F% Q+ I% t6 U) a6 e; ^% _ LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);9 ?0 ]0 d( S. X9 h' D: d DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);: w) l( v# O. z6 Q HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);" b6 @; S: d$ D( c, g: j- w LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); ! e: v+ I9 g& e i8 Hvoid Delay(long time); //时间函数 ) D" S# Q# l1 x0 Q8 x& U5 b BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;1 k; G& k6 d. a6 @3 y5 G( i* M9 q BOOL InitDDraw(void); // 初始化DirectDraw并且打印字% b, [2 b4 y1 ~1 t) w #define SafeRelease(x) if (x) { x->Release(); x=NULL; } $ p2 a( l7 [, D2 E) xvoid Cleanup(void); // 卸载DirectDraw函数; ) W+ c8 j9 _ D; H! V F# x u9 r. U5 j 7 Z* ]: t$ }0 g6 p9 q * C# _. g8 d5 i BOOL InitWindow(HINSTANCE hInstance, int nCmdShow) 4 a3 @! O) J) x/ Q: q$ v1 x{ 1 G- N- V6 `: S! H: n$ ~ HWND hwnd; // 窗口句柄;* H+ j5 p3 v V9 N. } WNDCLASS wcex; // 窗口类结构;3 c( c( B3 I4 u1 m8 G ?& D, I) v. l& c // 设置窗口类结构;$ p* l' S" c* y" n* w wcex.style=0; // 风格;* a( H1 P% t5 H: f' v/ T/ J: W2 L wcex.lpfnWndProc=WinProc; // 窗口处理程序; ; W! F0 |$ F* N wcex.cbClsExtra=0; // 扩充风格;" w$ a2 ^4 J: v& p wcex.cbWndExtra=0; // 扩充程序;3 v& O5 J! B1 x% D* [" b: R wcex.hInstance=hInstance; // 应用程序hInstance句柄; $ `) [$ o! P* l; U# {7 ~ wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; ( r F2 o, D+ R! n$ A) D wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;+ J$ h9 h1 V, {) U$ t% C wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景; 4 W5 _5 I0 ~+ C' u& ?4 m wcex.lpszMenuName=NULL; // 窗口目录;* v5 W# S1 Y0 K, L- O0 T3 N" ~ wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名 % C& u# X8 f: h' i4 }0 B // 注册窗口类;6 t9 _" v7 O2 C! L RegisterClass(&wcex); x5 R' [3 A. m1 ^: P; u // 创建主窗口;$ p, h$ |; P1 m# s* {" T& n hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,( X/ s% F/ H: }# G3 X5 U 0,0,GetSystemMetrics(SM_CXSCREEN),* P7 M% s) ^# ?# B% y9 d, ?# k0 R GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);0 r) X4 [/ W D; N& o. A if(!hwnd) return FALSE; * S0 w8 J9 [$ C$ [! Y1 y ShowWindow(hwnd,nCmdShow); // 显示窗口;& m- Q6 e7 ~) u V UpdateWindow(hwnd); // 更新窗口;* w3 P9 d3 S3 X. ~& h. E1 K' x ! E, k% X- V) A, O SetTimer(hwnd,1,30,NULL); & V% e2 k7 t0 x( b# f4 i % r# g: c- a, a3 m y {0 j. c5 K# j return TRUE; Y9 j9 C& h/ K1 Y0 Y& ]# u* \ } 2 p* t' p) s" [/ S9 o5 H, x6 [8 [& Z : D* h4 J p! |7 b8 F! Z, \1 h& ALRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)+ p0 b7 I) S+ d* X { 7 I6 [+ q/ Z# ^5 V* Q switch(message)1 K, p9 A7 D0 f Q8 p% x, t. T3 c4 l { ; ]- w5 o8 B, X& Y1 s case WM_TIMER:( _9 r: T, Q( S5 ^8 n lpDDSPrimary->Flip( NULL, 0 ); & g, e' E# H# d/ E6 W+ x break; - _9 K. n" `+ q) _9 ]" p ) _! d! @. l/ h$ T case WM_KEYDOWN: // 如果击键; 4 T9 o% I+ q' I; Y2 } switch(wParam) / Y( T9 }! a, ?; o$ r { - q3 E+ C% V! j J" g case VK_UP: % e. {) u0 C; v0 M! e T Hero.Way=3; 4 ~2 v9 D @4 k# N if (SY<=0 && Hero.y<=240) //往上走 1 x3 I: I7 w& N* @ {8 G8 @1 U# p Y/ X& p4 B SY=old_SY;& z' O, g: o7 i4 q7 T3 V5 z( f3 E Hero.y-=speed; - f9 H4 o$ `! r3 t }; l! b" ?# q7 I8 q! b1 G, Y else if(SY>=MAP_Y-48 && Hero.y>=240) + Z9 x2 K" f" c { # _- I1 _. g0 _+ | SY=old_SY; ( B' [9 X' R8 o/ ~! }/ N8 Y Hero.y-=speed;: S8 k& m7 {& Y+ k } ( L1 g& {; B& t. }* }, Z6 w S% O, M else SY--; 1 z2 f0 M1 ` ]' _! H B5 @# M , `5 z2 [4 M5 J6 X* r break; ' C, F: N, J1 j6 f" s2 q$ B6 t* e & g E6 y- c/ c& y6 O case VK_DOWN: q" M0 @6 A. T' }- Q3 f8 R Hero.Way=0;6 x- g- i- t S, E if (SY>MAP_Y-48 && Hero.y>=240) //往下走 5 _( f2 I; g3 v. l( `9 o { ; P) r8 C3 N! }! {1 V SY=old_SY;0 E+ ^% z0 n; N2 w6 Z Hero.y+=speed; ( m% D! [4 x9 q8 d }9 @% o3 a( g" k" n) }/ A3 x0 i. M4 m else if (SY<=0 && Hero.y<=240)- a5 n$ H7 n. T; h# M0 V {8 ]9 b2 F) Z* I2 b- q SY=old_SY; 7 s! f+ {# S+ ^1 s- d6 ~ Hero.y+=speed;! R; \8 \) Z2 W1 W9 E/ x3 \5 }3 K } 0 F) R/ p5 ?) S4 M' x else SY++;& y5 ~" R0 v7 M1 L; P 3 @$ O/ m4 _3 W- E break; ' q1 r, u7 V& ?$ R0 Z3 N 7 U+ v6 Y& j5 y/ R5 x* k case VK_LEFT: S& t; O3 E8 S Hero.Way=1; * Q0 L7 P3 r! n( x% Y$ ~2 ^& B1 g# ^( X if (SX<=0 && Hero.x<=320) //往左边走 0 R- X% w& V' g* S {% d' |5 M x( l) R7 c" y8 p. H SX=old_SX; : |3 x8 B* S6 u( Q Hero.x-=speed;" P1 K/ ]+ H( }- P0 O } + i0 y& v/ F( u else if (SX>=MAP_X-32 && Hero.x>=320) / Z& x; z- U4 \9 d2 C& L {8 _* t% W/ q+ H7 `0 b# C3 I+ U% m2 q SX=old_SX;! a7 D- Y' Z- w, j+ B Hero.x-=speed; $ j; j8 I9 A+ L9 ` }. V! t. R: y2 f# ^9 ?2 R else SX--; s3 s5 @# v6 O- E* `) E \ 8 p& a* U j) { J: j break; - w7 R# U: p, c5 k6 [/ X7 \ 2 O# _0 M. G6 U; h" k : B4 F( n; Y- O9 I case VK_RIGHT: 1 B" t( a1 _( g! J7 A5 k9 E. d _ Hero.Way=2;& `2 ^2 i4 V( f) M if (SX>=MAP_X-32 && Hero.x>=320) //往右边走( P# _5 I5 X, m5 f0 y& {) B+ z {2 v" o, h ~! z' c5 k6 G' R SX=old_SX;* A" |) X# Z* r3 y% @+ q3 s Hero.x+=speed;" C: n9 w. T% A9 _6 |6 Y } 4 s' t3 R o7 D; P u else if (SX<=0 && Hero.x<=320)% g) L+ X- p0 K% i* L9 d {' a1 x$ P# ~& N SX=old_SX;% d2 t1 |0 d$ x7 h' L. N8 e Hero.x+=speed; : G) s6 C& `8 B' Z/ N7 b8 H/ w( c } 0 P, B, y; \% K; h else SX++;. W! }1 y) _, L2 r , |# J( I2 \0 f: j4 ^6 U break; ) ~8 E9 A" a% G7 ]1 j8 c } ) b4 T3 _& M- M # o5 _6 ^0 C( ?! A Z5 | 2 O: v+ N; R$ a& M2 Z: B, L5 | Hero.Stats++;& ?, j+ l `. m0 I if( Hero.Stats>=3 ) Hero.Stats=0;8 [; Q# H, w4 t# m 1 Q" U; Q3 E5 Q P. p: a" @! {9 p break; [" [& H# d" A1 F * z! i- L! ]# r: p case WM_DESTROY: // 退出消息循环;, H! y2 Q1 H s, J: b+ m Cleanup();9 q% d z2 t! t* O. m3 s2 j PostQuitMessage(0); 2 j9 x0 Y* o* h break;- H2 M2 W$ ?! K g } & j: L; m! [3 X( P // 调用缺省消息处理过程;- K6 z/ q" B p3 S return DefWindowProc(hWnd,message,wParam,lParam);2 R. }" @4 o1 _# l7 q f$ r$ S! V( U } ' j2 F3 t- M) S( ^1 S8 @ `3 F) ? ) d# P V- K& F M// 本程序的最核心内容,即DirectDraw的基本功能与用法; ! D3 q7 E% n& j# xBOOL InitDDraw(void) 8 v2 ?( K" _5 S! |2 k! g* z{1 J; M2 p& i# L- T5 u DDSURFACEDESC ddsd; & b$ Q! X% a+ u4 ?2 o HDC hdc; & m1 w2 _$ D" n5 E; z) Y \ DDSCAPS ddscaps;0 b3 A7 n* x0 }2 L/ x9 r1 U // 创建DirectDraw对象; % w7 {. `2 H! h( C8 w( ~/ } if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE; ' J/ u+ Z$ ^' S" M // 设置为全屏模式; ! i) L G& U J+ D# `1 a if (lpDD->SetCooperativeLevel(GetActiveWindow(), ) M |% p+ [; i9 V# E, A; F DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK) - [! r( P, y, v1 } return FALSE; " E- E' q3 e3 p8 S( L, [( N( z) J // 设置显示模式;0 b. r) P$ q2 h if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; # y* Q# x% M, @. `& z4 o // 设置主页面信息;: N% A* g* ^) w- t) G- G* a ddsd.dwSize=sizeof(ddsd); 6 ^7 b# Z) t' y" G. A ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; 5 ~$ W8 W7 J/ t) p ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | # _: Y# `" h# q7 k9 z! u) Q DDSCAPS_FLIP |& R" o" b1 e$ Y6 t8 {# s DDSCAPS_COMPLEX; 5 m- w: V* ]! ?- ]3 F/ S2 P ) f# H8 `+ x" S8 L. v# {" t# R ddsd.dwBackBufferCount = 1; / d1 Z9 ]0 B9 M) o6 u9 l$ k ; X9 \7 e" K7 J, F x0 H // 创建一个表面,类似开辟一块屏幕大小的显示内存;- s9 y j; V; j2 \" x7 ~ if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) - j# i& [& O; C8 w) s0 I4 Z MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 2 B5 A6 u) t' E& B/ t# J- A! s - o' a6 Z% c/ q V0 \/ u) X ddscaps.dwCaps = DDSCAPS_BACKBUFFER;: K& D+ A7 V. J+ J if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)) |' t5 B7 J: ~$ U MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 2 E$ O/ c9 u+ t: j6 Z" d " X; b, }- Z, a/ x lpBK = bitmap_surface("map1.bmp"); ' g, h7 C' O: O) S1 x4 B8 d lplogo = bitmap_surface("logo.bmp"); $ M) i! j' w7 a4 t& } lphays = bitmap_surface("hays.bmp");( B6 B$ n/ b; K, U7 C( S8 R lpPlayer = bitmap_surface("PLAYER.bmp");% f) B0 s) O! r DDSetColorKey(lpPlayer,RGB(255,238,187));" R) f8 Z' o, l 8 x, T9 Y# E8 c9 ?2 A$ ?: n/ [7 m- Z return TRUE;7 _. o/ _5 } }7 L }1 m+ D3 w0 |+ I' A7 b ) ]* r, D7 Q. A+ u& G void Cleanup(void): H) o# ?, p- k {* s: C$ s5 [# \0 Z' C2 z* ^! C - h2 j4 A+ ^ e SafeRelease(lpBK); % Z3 ~3 x/ {# J2 Z6 Z" [3 g/ z, ? SafeRelease(lpPlayer); , A: U; b# x1 V5 {4 h# R- y SafeRelease(lpPlayer); + s& l$ N5 [" u c" ~$ c* }+ Z% n SafeRelease(lpDDSBack); 7 o' F& ~+ ^4 }% Q# \7 A( N SafeRelease(lpDD);6 `% u0 d* a* A0 } SafeRelease(lplogo);/ J+ i4 i1 L% M! N7 N* n8 O * R7 P4 [* U u# S% Y+ P5 B+ ]& g }4 g! C' Q1 Y) d+ I3 s ) Y0 U4 i# B' x// Windows的主工作函数,类似Dos下Turbo C编程的main(); * Z% _ y1 j1 n) @* z6 Nint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, ) P7 F$ g$ ` w* G B* ~" _& b LPSTR lpCmdLine,int nCmdShow) 2 T7 Z5 a, B! }) Y s( B{9 y3 v% N: L) B* d: O MSG msg;# Q, R5 m4 J: H$ ~# `+ {( d & o8 {& K, H4 [+ s) B // 初始化主窗口;* T1 ^3 [9 J( Q& n if (!InitWindow(hInstance,nCmdShow)) return FALSE;7 w& W. X/ X4 }7 ?# z W " \0 F" c3 A( _3 ^8 g // 初始化DirectDraw环境,并实现DirectDraw功能;1 M. H# N& c$ E4 j+ a4 T if (!InitDDraw()) 0 |" v! e( x3 Y$ \ { f; `' h/ h7 L MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",& ~3 D! E+ [& b# \* r" ]- z o" z "Error",MB_OK); 2 O/ ^6 i" g8 P3 H/ @) g6 U# Z void Cleanup();- b$ v' f3 o) o7 M% T DestroyWindow(GetActiveWindow()); 3 [% B* A1 S/ }5 W, ~. q' o/ g return FALSE; C) A/ n; [ f! O( C } 9 ~$ n U" j: |( _ Gamehead();8 B) A- A z$ a; u) T' ~' U5 b 3 u. o5 k& {) S, U2 Y* L% r& p // 进入消息循环;) c+ k6 \; H) W: D: } while(1) * P# H, H7 O7 E8 }! c& p) t {5 E! U+ R, C* q8 _( {' H: f4 x9 f if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))$ c- f! D. P/ L8 J1 [9 }+ U { ; {: X" i! G( I$ Z9 `/ U if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; * ~% n. ^8 v' P4 X m TranslateMessage(&msg); ' ]' m( c, x$ R3 G% ^- J/ k+ Q DispatchMessage(&msg); ; Z. l. O4 \: X9 z& D& Y1 ^% n }: }4 K# ~. U4 f7 }2 ?+ y) b else& P8 b, ?0 t. k: n MainLoop(); / S0 \5 ?2 K c5 f } ) a8 _" N7 m- t3 K2 I/ `2 x return msg.wParam; ' u8 `+ O5 e3 W) e}! w9 i; A( C7 ?! \ ! b0 b& B0 x" R) z6 N, J. [ $ K* U- _7 d; U0 s' v B//游戏需要用到的函数 0 @/ B7 a/ a+ x& I: q6 R. a5 t- O+ Y. ~ 7 H7 }5 w- J0 N+ y9 [ c9 r! @& y/ `& i # P+ d W, z8 W2 a$ @" d. ]void Gamehead()/ C3 x4 L5 j& m8 G: g) H: F0 u7 ] { # D! Q: R. y+ M8 Z* Y RECT rect1={0,0,178,145}; / ~. E4 Q. U2 `$ p% G2 B# G int x=80,y=100; * I' C6 D- Y4 b/ K0 M# m/ o: O5 {2 T int i; ' n8 V" W- Z+ R4 j$ U4 O 2 _7 J) t2 Z; M6 {0 t( E& |' e4 N L6 x0 N lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);' `* z3 Q2 r( z6 m/ ~" a% @ 0 a0 N) l. P7 T# z" e for (i=0;i<6;i++)- z1 ]& l; C+ Q {& z" P# e% k0 Y- G rect1=GetRect(i*65,0,i*65+65,202); % w9 z" {# Y: \ lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);% r7 v3 v/ |: Z" i Delay(500);2 E! H) P7 e3 I! K } & m+ _8 N D& I3 s* \ * g' ?+ b6 I( f V' E. V9 C2 B Delay(3000); : g, J* j; _& w) O} ( F- r) L; |, o8 A! j0 c/ E $ }- r) j- b2 }+ Zvoid BackGround() //画地图 [' z, \0 [! y{ % k( q% r- u. D, s( p4 w int i,j;7 W3 E' V1 [9 g# w- G, B for (i=SY;i/ F* J" d% G3 q* b p for (j=SX;j; z6 U: _- Z; {3 x0 x+ f if (MAP[j]==1)! K! P5 e% s0 G, N: r { % ?4 _4 E* p! { rect=GetRect(0,0,32,32); 9 t+ K- _* e6 _8 B lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); 5 Q. D6 t- {' P9 N5 g. L } * U3 C8 @# W N+ M! e7 U% y$ m' O else 1 ~# _! |5 A0 k+ G { ' f. g9 s) h" D: T2 J* e4 d rect=GetRect(0,32,32,64);# }3 A$ o! r8 E! S1 P lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); + b# O8 y h) i) B } " t2 i% [6 M6 {0 r* f}6 S6 a$ y: B* X/ W7 S2 Q# j4 b - ]0 o) s6 Z! {: D- eRECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 & z7 e, z1 ]3 _; r6 ~{* P4 a; L" N. L RECT TempRect={x1,y1,x2,y2}; 8 e4 b4 q5 S1 h% |6 H8 V return TempRect;6 j5 X ]$ s$ |9 a- v }+ L }. ^9 s0 r' Z, C! G9 J3 _ 0 X' B8 S/ a) G; F! e void MainLoop() //游戏循环 2 a% k& K; m* _+ j{ 9 E M: x1 r9 e' d4 e BackGround();& _. B5 C q1 Y" g7 S8 y RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};1 j6 E0 i# u J lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); + p( i7 ?3 A5 l1 n& k : ~- _" {9 P; C- k" T if( Hero.x<0 ) Hero.x=0; 6 d, v6 ]7 @$ n3 D& i6 a h+ l if( Hero.x>640-32 ) Hero.x=640-32;* i* L' f5 C! F& v2 r9 Z: H- ~7 y' r if( Hero.y<0 ) Hero.y=0;3 t) P* J' H1 F# A' s. H. r if( Hero.y>480-48 ) Hero.y=480-48; 6 Q8 k: B" `: M' y+ L& G 3 P( p4 `4 L5 g' s3 f7 I$ Z- } Hero.old_x=Hero.x; 0 }+ B/ D+ S7 Y9 i4 H4 r Hero.old_y=Hero.y;7 J. n$ P3 |% ~ [9 Q old_SX = SX; old_SY = SY;. n1 n$ n8 J+ _ } * a {% o) `: [) `( ?% q6 b1 j: o5 h8 H5 V% F" b % ?9 A9 V/ L& R1 J; f. pvoid Delay(long time) //时间函数 ' P2 O2 z& y( b9 b% `; A! l {$ E4 u3 I1 u [( z- H- r" H7 H9 K static long old_clock, new_clock; //延时变量 . Q+ [! s8 B1 y4 b( W9 k new_clock=old_clock=GetTickCount(); ) u: N& S2 O7 F/ C1 S while( new_clock < old_clock + time ) 5 A6 `; W- W* X { 4 d0 w- ?. N# o+ D( w3 F new_clock=GetTickCount(); 6 V. L* C& H/ c5 d5 T: b& L3 } }7 P' g! ?. S/ F } % J) B: f" }6 |, d. L& I$ d# S' S2 E$ N# p J - Z( V l* u( J1 L+ C' M0 ?. F+ m0 Y1 }! I: c2 x6 L# ]. I5 ~; U + l* o* o! S( e5 z5 Q8 J5 i: G; K //下面是dx相关的函数- x; P* ]; b& P ~- ~( q LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 / q5 A# K/ ]" b# g {* B/ E6 m7 ?; }& ^- b0 J2 H# {0 x. O HDC hdc;$ Z) _. f# ~7 Y5 t HBITMAP bit; ! U: Q! {5 M2 I' l0 t# k3 V' {$ I LPDIRECTDRAWSURFACE surf; ) y' v2 T* ~& J2 Q 3 M4 d) a) p. V : O3 |' v5 }7 `, h! P2 y) ~) Q) Q8 \1 B" p bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, 2 P; F% P! A& P' X+ [* j LR_DEFAULTSIZE|LR_LOADFROMFILE); 6 N# [: Q2 M6 t$ M3 D5 o4 B; C6 ` if (!bit) # P/ s- S* C; {$ B* ?& Y6 @, A4 y8 M& t! ?& ]; k 4 n% [/ s4 r& t+ I 5 [1 p3 ^6 j' I& x3 q return NULL; * A2 P! P0 i" Q8 i" W! S( F$ s( F* l7 @8 ?- N5 ] ; |, P/ n- Z' Z! p: E" G$ [- K* ]- u& j+ V7 J7 F$ x/ K2 `2 _ BITMAP bitmap;' V) w! I9 m. @& [ GetObject( bit, sizeof(BITMAP), &bitmap );- f: F- }* q9 x6 S% o* U3 A int surf_width=bitmap.bmWidth;5 [' m- J$ l- n9 C int surf_height=bitmap.bmHeight; 0 \; ?1 _* e" E6 _( w: K8 G6 L) n ) @ Q9 I; K% C( f/ L) P% @1 Z0 E % y: H; g K; p% I, A0 s HRESULT ddrval; ! g) p3 }1 J- I- `. {) m DDSURFACEDESC ddsd;* E4 O, f& M. s# F# U ZeroMemory(&ddsd,sizeof(ddsd)); - g0 X: m$ J6 V+ |: r: Q& c5 l ddsd.dwSize = sizeof(ddsd);( U2 h$ ?: i e3 B, R ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; & z( @, a) D+ y% ^$ d$ b ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 6 f) W1 H4 T7 R( p& m ddsd.dwWidth = surf_width;& n* k* `2 a# \8 \9 l ddsd.dwHeight = surf_height; : f3 f5 s* l1 O) m , }. y" }5 h6 _: C& c3 I2 L ; R0 N7 d6 ]2 S7 c$ O# ]% u6 W3 d: j. j5 f2 }: `; v ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);& q6 H# [7 W g! D- V2 k! F0 m4 i @ 4 D9 v, p- F3 y2 \9 a5 y $ O4 I; J1 s6 x( ~& ^0 t* Y if (ddrval!=DD_OK) { ' W' V4 Z/ J$ \! M 0 I. g: k+ J2 z N4 ]- u( E; q6 ` 3 }, X$ k( `( [! @% Y5 W* [/ f; V DeleteObject(bit);# N" ?/ D3 V4 \% T' A, `- k return NULL;% ]* k* k1 k0 Q1 `1 d " V8 Q! c0 v, q6 P3 D } else {9 m7 }& X0 H, l2 ^0 V8 g5 d. J" r & L: \# U+ f- U8 b* G: o+ N& C5 k) s6 F8 `! M% S( S+ U surf->GetDC(&hdc);+ u+ \ @$ w& ]& `6 l" x . n/ j& B1 T! l6 r 7 ]9 w3 v" B9 ?: [ 6 t) p* x6 G; ]3 L9 g HDC bit_dc=CreateCompatibleDC(hdc); + I" a2 s( ~: |4 A9 B( G ; N* E: x( Q- i( M! i: s: H ], |8 b# D0 e1 [& Z- n$ k* } SelectObject(bit_dc,bit); $ ?1 H8 B" Z" f BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);+ h0 {! D) s, d ) T% j( D9 i2 S8 m! U# a! d3 N: T . i" h8 }1 Y, h0 x3 T surf->ReleaseDC(hdc); * g3 p! K) d2 k; W2 r DeleteDC(bit_dc);6 Q0 a! b" d9 X* s _ }# v O* U8 \$ D( h+ C' q 1 }. @% Q5 x, K1 B1 X% m % o8 ?' u6 ?% ~& B! s3 P0 Q- \0 r4 f4 U ~" K: ? g DeleteObject(bit);( [- ?9 S! j% E2 R6 I9 W6 G4 D+ F* ?! u : S3 O" p2 u( Q5 Q& m$ j $ g: I2 h9 d2 |% Y$ w0 c return surf;! \1 j+ j# m4 I1 x/ n } 4 E$ v o0 v2 g/ Q$ q. T; W" k . b: S( x2 y$ T* Y# ^ + \& `. i( p. e5 p5 a* Q9 J, A$ Q' H6 [$ q- f DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 ' _- i$ D: ~: q _% q { $ ?2 G, m7 L7 V( T+ ~7 q COLORREF rgbT; 8 Z6 h3 v% ]! ?2 e! ]- ?9 ? HDC hdc; w7 B) u$ p1 ~6 l& G. Y DWORD dw = CLR_INVALID; 7 `' d4 Z1 L9 N% ~% \" V4 A8 @ DDSURFACEDESC ddsd;* K+ k# {, V2 s HRESULT hres; # o8 [) v8 U2 G6 g4 P3 w1 P- r, W& s- {% U- i6 B // 9 G6 q, o W' Q7 p( c // use GDI SetPixel to color match for us9 O& P9 t+ h D0 _. k7 L+ m // . p( B' C1 r$ v if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 8 @. n6 I) X4 g" T1 ^7 a, M; y( i { & |6 ?: E i$ t' Q/ N& k/ s* c rgbT = GetPixel(hdc, 0, 0); // save current pixel value7 c$ ?) b; w* u ^; S6 Z# o- Q SetPixel(hdc, 0, 0, rgb); // set our value * Q' p/ X+ o0 B+ r, x( |6 { pdds->ReleaseDC(hdc);5 f1 ~$ l: M* _$ M. u3 h } ! |$ j* n! x+ a. P: l ; q' X9 N/ w4 P* {" O! a% p //* @5 Z8 E, k. J // now lock the surface so we can read back the converted color. u) a1 q. ]: R& {+ F //# _) m! {0 {2 J' V ddsd.dwSize = sizeof(ddsd); 4 K* w' }& W4 G1 W1 x: i) C while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING) - d. a! L5 A* L9 S9 y ; 6 n! y% M4 m. u$ } 0 P' A& R2 o8 y( Z* O' \ if (hres == DD_OK)" V, d2 A' S5 o1 o { ( G* h2 I% x, R& X | dw = *(DWORD *)ddsd.lpSurface; // get DWORD 6 `' j1 t' D+ d. t2 `' i dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp 0 s- E$ K8 @" I# L5 N) d6 M+ P pdds->Unlock(NULL); & C+ w8 d1 ?6 @9 n3 K' _ }& G; z, B5 Y9 ?' F 0 u8 s7 O3 X7 j // ; x7 r8 F. l+ K, X; n9 q" B; a& p // now put the color that was there back.) I4 w8 b# j9 ^' L9 `2 h // 1 h& _* d. K8 U8 f7 J: R if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) ( h) l9 c1 L: ~" I: E, k { 7 H" h2 U( V" O/ F SetPixel(hdc, 0, 0, rgbT);& n3 Z- j& Z; C' x" i pdds->ReleaseDC(hdc);( v3 m1 K' ^+ D; G! x$ d! T } ?* _7 @ [9 ^4 O7 `# V! p$ v$ y& |, O% |5 J+ ~ return dw;+ ~$ B$ {5 l) l7 p }7 x/ @- y7 s' X! H- C& _: D ( [4 G; u4 h% A. W /* ! Z, S$ L2 V( j q# U( U * DDSetColorKey " ~) T: H! k/ p7 g0 m; q * g. W+ V1 s. E; ^% G& [1 S * set a color key for a surface, given a RGB. 1 _' Z; ^2 p. `, z( t * if you pass CLR_INVALID as the color key, the pixel* A' v A5 E' T& U * in the upper-left corner will be used. 7 q$ z6 D# \9 v */ 9 z/ Q6 o% ~. v. _& J8 ?- cHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 5 g( L x) G+ X! j( L1 i0 w { . B, _0 e. ^9 b, u# s8 o$ |$ q7 I DDCOLORKEY ddck;/ R- D' B: v5 E* C0 Y 1 ~/ l! Y( h8 v' D/ ]) l ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);5 E; p$ N& P" v8 v/ z ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue;( Q* F* D- @9 _. I% o! S return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);2 P' z- j% P5 n8 N a2 i$ o6 g4 t }2 Y4 T7 X4 \# C! w, f0 r2 b& |' V 7 \, u, v4 H" ?6 L1 [ 8 Q) ?) v/ f6 q7 g& T* U & M! M. F4 b) ?( V( C我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! 5 P# c/ C/ i6 I游戏下载地址 hays2002.51.net/game1.rar 7 Z. @1 {( J& |+ s
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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?
    0 `' x5 j0 v) Z) }: s9 X( f/ E/ f6 V' R: }9 H6 D" H. 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。
    # n/ s3 q1 L# C( |8 r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. ]2 y: ~  P  @7 v绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    ) @+ w  Y: b( d6 z6 l. r/ j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
    # U2 O3 y5 {/ \( `; G& W
    & Z7 c: E7 A) Q; J/ r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:. T1 ?. L; T, `6 ^. T6 j, ?  x
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    - F. N# t$ 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。+ ?' {; s, l( o+ G( b. V9 d* _
    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。) X* n6 n2 Q9 o  W
    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。4 Z) {% _, T6 E# B% K, [3 I
    0 k3 D4 O2 U5 ~" [* }# K  f9 L: |

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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
    * J% U' D7 m2 ?! \另外好像是用mfc还是什么的,mfc总是把我盟在雇里
    ( l% T9 O, O8 _' d8 r1 H5 p7 @
    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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