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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 ' Y' Y" f) F2 B+ t/ M#include // DirectDraw所使用的头文件;$ S, l1 z' l: f9 h0 m- ?1 N$ p #define MAP_X 644 D# P0 v/ x4 S! x+ P! g; z #define MAP_Y 48, E1 O$ U8 I9 l9 m- K4 T // 变量、声明函数;0 N. h+ ~+ k5 J4 o# h3 [ LPDIRECTDRAW lpDD; // DirectDraw对象; 3 _ G% A( S& ~/ [. m) R, K+ a8 pLPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕 6 c4 J7 K& ]! k! lLPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕 0 A. v" R4 `' k& E! G LPDIRECTDRAWSURFACE lpBK; //地图页面 6 d3 S# W _( a( j7 Y VLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 7 Y+ F& E- z6 kLPDIRECTDRAWSURFACE lplogo; //logo页面 / h1 \' t* W2 u6 a* bLPDIRECTDRAWSURFACE lphays; //海斯 7 m# I) s5 T5 Q; o: D 1 M5 T/ G4 p* L0 g- H gint MAP[MAP_Y][MAP_X]={ ( \0 x$ A" Z* 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}, ) \/ f4 p3 ?7 g# |% H" 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}, S9 W3 Z( \) f% ]0 p6 R{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 u, O" A# |: \2 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},! G2 \3 W8 d; O {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},$ K$ S/ j' {+ n- c {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}, : M- O7 L$ `7 d: z6 y& M{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}, + g4 {% O7 u# a. Z0 h) v; 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}," F+ q! e A& r6 d {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}, % X7 ]! r5 h6 W% l3 b. V' i{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}, & v- D; t" r% f3 q{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},8 Z0 g5 \# c1 w# 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},4 w3 Q: H6 [& e# k0 H, O {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- A# u R, 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/ A9 L1 I; 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" m( |5 e( Y% B0 P, R C# U; P0 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}, 1 C9 q. x" |- W2 z* h+ h8 {# {0 i{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},) `9 |/ \- h$ p7 c$ o5 G: J9 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},+ X* j. b, n2 r$ 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},7 ]4 b3 k3 m$ B, 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},9 y' q! w9 N3 }5 @& J5 g {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 {$ K$ f1 y; w$ Y9 g ~ {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}, / O2 y8 j S5 ?4 {" c. ?& n{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}, A9 S4 ` X7 @7 ? {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}};. T# R9 m+ y" a/ ^! X& @5 q2 F $ r6 {4 l2 e8 z" c1 i+ S4 R 8 ^6 j5 V) I9 ?* x+ P: `; f' ^int SX=0,SY=0; //地图坐标 ) G; ~' j' B8 g+ O. b 5 Q, ]# n$ l8 Q Lint old_SX=0,old_SY=0; ) D" |# I2 S+ _ 9 P4 {$ O+ ]5 y0 XRECT rect; //blt用的巨型 " Q* Q+ u) Q$ ?1 e5 l* Y a$ s6 ` int speed=10;4 A+ M5 n/ y* s5 } # Q: D, ?7 @+ c6 y% U1 Y {7 [5 qtypedef struct{0 I( y4 E6 y1 [ int x,y; //当前坐标 7 k5 F, S- o2 U! y7 {2 G* |int old_x,old_y; //旧的坐标8 C4 [/ f* p% o+ ] int Way; //方向7 z6 T$ D1 X$ Y, s' j int Stats; //状态 3 l/ L# s$ Y9 Y. U}Role; 2 i m2 s; p/ L) S' V: D, J! ?! p. V! q# b4 E U Role Hero={1, ) O6 r* F2 U' c @: F 1,; W: `; T/ o _$ M0 I/ z$ M 0,4 ]: A' e# ~1 i9 m t" P 0, ' W" D6 D: {+ ?7 } 0};+ t9 ?) N9 v# s% U$ ]7 x$ M( n ; O( K7 L0 @ `: ]2 c7 I" L$ V 2 q! i4 ?, r0 G" N/ c0 k7 d1 B 8 d/ I& l h7 e 3 ^2 T+ N0 u7 B5 r1 V - W7 b2 E- i1 ]/ G" V) c7 G4 y //函数声明列表: p' m% m( f# A2 W6 J( u5 [# V2 Q ( u+ i6 b9 _- K" sRECT GetRect(int x1,int y1,int x2,int y2);% O* k( H) `0 o6 \1 o$ i void MainLoop();! T; f9 I9 h8 ~9 o void Gamehead(); ' |, A& s' T; D8 @' |# k& F5 O void BackGround(); 1 n; R0 } c7 A4 j. i- l e LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);! F& Q' y; B9 h' M6 b* Q' I2 J DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);, \6 r( }7 G d0 m HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb); 4 L. W- L( }& p- J, X2 z5 aLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); & U- o6 Q t3 Z6 [* l5 v jvoid Delay(long time); //时间函数 ; J) v# o, R& E1 K8 J! @ BOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;" G7 z+ S& p8 o2 s6 [ BOOL InitDDraw(void); // 初始化DirectDraw并且打印字 $ e# J& Z/ W, y( }# i- ]#define SafeRelease(x) if (x) { x->Release(); x=NULL; }" L" z7 N! g8 X# [( Y6 }8 y8 H. B void Cleanup(void); // 卸载DirectDraw函数;; N8 u* a5 o. E/ a( M! [ B+ |$ R P7 B x$ Q & F. i7 k% a3 p3 D1 H' G $ e2 Z/ w% A+ [. Z/ A* ^BOOL InitWindow(HINSTANCE hInstance, int nCmdShow) 5 H+ k2 Z/ ?! M) G% d{" h( d- u& i6 ?& ]' k HWND hwnd; // 窗口句柄;1 ]; a, r2 u# |: @ WNDCLASS wcex; // 窗口类结构;+ R! L4 M( R9 M ! n. P) u% x0 a3 i I4 b // 设置窗口类结构;% ]) x: [9 R6 p* ?0 P3 t wcex.style=0; // 风格; : N& C4 s5 L) |! I wcex.lpfnWndProc=WinProc; // 窗口处理程序; 8 q0 V; I& {0 L+ \ wcex.cbClsExtra=0; // 扩充风格; % y! L' s) i5 z; ` i u wcex.cbWndExtra=0; // 扩充程序;5 i' q. R R" S wcex.hInstance=hInstance; // 应用程序hInstance句柄;+ G9 w/ j5 {; ~ wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标; 8 g0 d$ [% o$ n& t+ k) K wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;) q8 [; i# r! y* `! U4 p wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;( W$ C+ a+ y B }7 L6 ] wcex.lpszMenuName=NULL; // 窗口目录; ( V1 U+ ?, R, S* y4 n$ H wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名% J7 t: b2 n! [9 y# o$ c' E! h // 注册窗口类;# x8 ^$ M& S) X* r RegisterClass(&wcex); 4 o1 r0 |3 m' C( Q5 b- G( v // 创建主窗口; , e. A5 ?2 a4 r: }8 |; p% e hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,2 h& t% c0 F0 E6 ^ 0,0,GetSystemMetrics(SM_CXSCREEN),3 D D* l. c% @ T/ I GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);& r8 B: p0 Y: B( ? if(!hwnd) return FALSE;3 m" @# \- p* l' L1 L ShowWindow(hwnd,nCmdShow); // 显示窗口;/ ?6 N! w0 k* O/ V- B+ N UpdateWindow(hwnd); // 更新窗口;9 x, D& u2 W [$ h; d- ` 9 x& A7 F1 G0 a' B, y SetTimer(hwnd,1,30,NULL); ; F$ |3 o" a( m6 u1 F / u% H5 c" f7 ~8 c( T return TRUE;, [4 m* x0 {. e+ W# g, r" e0 D8 P } " _+ o' o6 O5 S9 M! o& E% ]& {( X, `8 q' E, t3 e+ S0 E. \ LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) : \2 p* D/ U3 }) q{6 ]0 A5 h p1 K, } switch(message)6 Q. x% i3 w7 e; o* v3 C { 6 C" |, L9 u) a# K/ k case WM_TIMER: 2 [8 \! j6 f/ G) l i `" p* L {( H lpDDSPrimary->Flip( NULL, 0 );1 P A' L" y2 k% F2 } f) e$ Q% G break; " t7 T8 M3 v$ F0 t) G4 y& H5 x6 _ 2 }, n& C8 D/ U) K I7 r case WM_KEYDOWN: // 如果击键;- m6 F' d! j1 {: _ switch(wParam) ; o. y; L' { ?6 d e" m) k {+ F8 L' m3 }0 @: } w# v3 ? case VK_UP:" L" |" n! o P5 u) | Hero.Way=3;7 |9 ~- t5 v, A) a/ o if (SY<=0 && Hero.y<=240) //往上走 & \( ~/ Q" b$ z z. ]% w" Q { # ?8 a0 p5 Y( G; F, U5 q SY=old_SY;/ H. V" J7 A* a$ t' n Hero.y-=speed;! F# O, U1 [* j } ' U. i% X9 Q3 I/ U+ b else if(SY>=MAP_Y-48 && Hero.y>=240) - D$ [7 A# j8 Y0 J( |$ z1 H8 u { 3 V N Z9 r6 I) V6 a. I SY=old_SY;+ j6 Z% r6 O2 [7 \) u9 o Hero.y-=speed; # Y" X- @0 f2 V; u } 9 ]6 v; P2 S) `" l+ f else SY--; % D; Z5 n& K8 D) D2 I 1 ^9 K1 p/ x# T* B, g break;$ I5 X/ C9 R4 x0 }4 P! ^, T8 k6 i 1 Y" g3 `, `: v case VK_DOWN: F7 g& o: d/ m) ?' Q Hero.Way=0;! [$ h: S N x if (SY>MAP_Y-48 && Hero.y>=240) //往下走 ' w4 G. s/ M! b# G" j2 }( Y! c { u4 a# }3 {* }& `& z SY=old_SY;9 u& W# s" T) K. m' p( g1 Y) h9 X* \ Hero.y+=speed; + r( I- {2 [# \/ } }/ w" M, ^/ p+ f. g* C0 \ else if (SY<=0 && Hero.y<=240) $ p5 N! u' _9 D% {: A1 Z {9 i( V6 a+ b5 X: U( {/ ] SY=old_SY; ! @) {4 N& y. u# ` Hero.y+=speed; & T$ m6 C8 ^0 C } : F7 _6 b8 V8 e* m3 B! L else SY++;1 u4 G" _% e) H0 r - V. Z+ ~( n- |* L* ^' s break; . b: r5 j& Z+ q8 | o : g0 N5 F+ ^9 N' s case VK_LEFT: 3 a. o: x3 P% {: f. ` i* { Hero.Way=1;& v5 E, q: D; K if (SX<=0 && Hero.x<=320) //往左边走 Y: n+ A" W+ j* i- g# Y) }5 F; N { + w! h& z* x' t+ R, A; J SX=old_SX; . R, @0 B4 e1 @/ x Hero.x-=speed;: g) B2 T; F1 q$ U }7 X! ~# v3 J+ u. ~9 M else if (SX>=MAP_X-32 && Hero.x>=320) . [! W! k& z G' G3 ? { . g o% L; _0 ?6 `- t- J- U& s( d! b SX=old_SX; 2 E- c/ b; s- W1 }% t" B Hero.x-=speed; - C w" g' t m$ S! w9 V$ \' U } $ a; c0 t. {3 [; j6 x b3 [ else SX--; # @; f: z; j# m X 6 q `/ U1 ?3 Y/ F9 }' Z break; 9 [' Q# D+ ?3 Z5 `# V: ^8 ` $ a5 y5 o% x# c 2 u3 r3 s1 b; \: ~& o. @ N9 g4 K4 j case VK_RIGHT:+ P# J; V& B- v$ c* U Hero.Way=2; - [( j! n/ t" ~, N3 U n4 N" ]/ F if (SX>=MAP_X-32 && Hero.x>=320) //往右边走 6 k# @& J- ^! A8 B. t* t { , E3 U% m5 F) T3 M$ B. d SX=old_SX; 2 J) X1 [6 b1 V! S7 S% ^3 x Hero.x+=speed; . g6 E. u' i n7 K2 b* q } # C4 ?; Z z) |; ]$ o9 [" O& @ else if (SX<=0 && Hero.x<=320) % ?5 b; s4 u' t- p3 g# j) E { 3 W: d- W: I) \8 N% I SX=old_SX;& ]& v) X H# t Hero.x+=speed; & l2 [: F. y8 w7 p6 ?/ E3 p9 p2 X } 5 o# R$ M0 o; L/ I% g8 a0 [1 w6 K8 ?8 ` else SX++;$ f# h/ U( V# w4 g. w6 T ' i- M/ ~5 L7 L9 v: K( n: E, `& l0 P3 p/ Y break; ' [( ^' ]' _1 p8 O% s) A$ T$ m) `4 s, t } 7 r$ k+ g/ x0 V" {4 ^% v 9 O+ t: [6 |7 I) M+ j+ h: I 6 S8 @- L/ N( \ Hero.Stats++; 5 u8 O r" E, Y% c; b" l: H if( Hero.Stats>=3 ) Hero.Stats=0;% l# s* y% H: W" F( M , f8 v5 N1 Y6 ? break; 9 z/ u( K/ ?; b2 J 4 J: O' k8 ~) J% E case WM_DESTROY: // 退出消息循环; % [1 I7 @) M5 t) ~+ u, P, u# q- _/ t Cleanup();/ h Z$ w; f0 y& L PostQuitMessage(0);. y) W9 l( W1 @. O break;: w+ _ u% Z% |9 j }8 r e. T! V; c$ [ // 调用缺省消息处理过程;& W) [2 L! o/ b1 `/ b( z$ L8 o+ M return DefWindowProc(hWnd,message,wParam,lParam); 1 d- U& q2 b: j3 i2 P7 g} g( K5 p( b! y! E 8 o. P; w% u2 i6 s5 c // 本程序的最核心内容,即DirectDraw的基本功能与用法; * r# v2 b! z& w% ?6 }BOOL InitDDraw(void) 1 k4 N, R: N k { ' \$ d. C& r3 x$ C DDSURFACEDESC ddsd; ( M6 l5 d7 k B# \( t( _ HDC hdc; ! K) a8 f; w% e! h% g& p, k0 H# T) { DDSCAPS ddscaps; 7 _' S3 C2 d, c$ l/ K // 创建DirectDraw对象;$ c# x1 M# b. L2 R1 T% B S if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;, W& W; v2 r7 Y! B- D // 设置为全屏模式;) K3 L5 Z# V$ z- N- f7 ? if (lpDD->SetCooperativeLevel(GetActiveWindow(), % `5 n0 Q6 s3 R/ g: ]; S) O: h DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)9 w4 X- b4 [4 L, n, h* ` return FALSE;: s% c0 n7 [ U6 e2 |, g% t% V% ^ // 设置显示模式; / t8 d3 }1 {$ H if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE; 4 a4 [$ j4 [, O9 {! K // 设置主页面信息; 4 k/ L% {, t2 v$ c9 j ddsd.dwSize=sizeof(ddsd); ) g! n/ y, C' Y ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;, N( G# G+ S( L0 D; V" }0 P2 e ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |4 n* K4 u+ n. g5 h* ]3 b7 N9 E DDSCAPS_FLIP | 9 i# b. c+ f X6 l( D( o8 q' ?3 { DDSCAPS_COMPLEX; 4 Y2 r- b4 l/ y3 C) k. K 2 i- A9 ^% b' ?5 H. e( A; o' b& a+ w' ? ddsd.dwBackBufferCount = 1; # ?5 |8 X9 v& a0 \( P, W* q 8 P" C& X/ n. m% S // 创建一个表面,类似开辟一块屏幕大小的显示内存;. @& L" M R8 X, X" [* _ if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK) ! S7 F5 h( f9 I MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0); 2 p4 l1 r3 X s9 M& m. ? , g1 G0 J) F3 X ddscaps.dwCaps = DDSCAPS_BACKBUFFER;: |0 t. `2 P5 l( u if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)( ^% Y! J5 C2 w MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);8 j& a* k7 Y7 w" I u2 {4 _9 Y6 D7 f1 J lpBK = bitmap_surface("map1.bmp");8 z8 j5 q# T) r9 U5 c, y( i lplogo = bitmap_surface("logo.bmp"); / e5 N ~8 z* A& q6 J; U' v lphays = bitmap_surface("hays.bmp");6 I( }2 X+ d. I lpPlayer = bitmap_surface("PLAYER.bmp"); " U9 ?; P. P( M. O7 [& D" @ DDSetColorKey(lpPlayer,RGB(255,238,187)); ; m6 ^; i" z% e$ {8 |8 e , i! G5 z) m) r0 L$ ` return TRUE; ; G! c, O0 c- @8 {, f0 P} - V2 {5 a. {: U/ O) Z5 N c3 {% M3 v5 n |1 l% d, ? void Cleanup(void): U% c6 i: D0 u% d9 Z" G4 t {3 l* K7 K7 k$ h8 J, x# M" [: v 3 a" ~4 M% l! T2 x0 b1 G [3 E SafeRelease(lpBK); : J h" S' Y4 G% b SafeRelease(lpPlayer); ) j6 s, ^1 ?( X. \: [+ W( c$ p) D SafeRelease(lpPlayer); ( s) d, _6 h. h' U* E% ]2 |/ j9 N SafeRelease(lpDDSBack); 8 A7 H: g; o# ~" \* F: _/ ? SafeRelease(lpDD);" R ^- v2 B) k SafeRelease(lplogo);4 l$ G" x( [% [7 F0 D$ |9 T5 M 2 b# `4 I( Y+ `! D' B+ C6 ?! ~0 ]} ' m/ f4 F+ K3 A2 C2 L& z; ~* \, e) I5 l( q5 \) U // Windows的主工作函数,类似Dos下Turbo C编程的main();+ u( x; R) \: { n# m4 @6 h2 I4 g int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,7 e9 U/ k* n% h, d- } LPSTR lpCmdLine,int nCmdShow) 3 O; R- h* O& [8 f6 @: n8 U{( }$ L) ~6 h* p1 Y6 s MSG msg;! E' A, n& l8 B+ b6 o- f 4 ^/ Y+ `; c1 p5 x1 E5 x6 F6 L // 初始化主窗口; - t( [: t9 `4 D8 m/ o) M3 z if (!InitWindow(hInstance,nCmdShow)) return FALSE; . B) G; n" \3 R/ F # s, y; \1 B9 C // 初始化DirectDraw环境,并实现DirectDraw功能;' G& ^5 y$ m% _& s% G; `0 ^ if (!InitDDraw())# W) y& R( h, t9 J {- E( h$ G& j9 ]/ F8 j- o MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!", / d6 i3 d @4 R# W. ] F% ? "Error",MB_OK);5 t( n3 b$ F, b& `% ]# R6 W void Cleanup();" L$ L9 U7 l$ i0 p8 R- m: h DestroyWindow(GetActiveWindow());( J1 c4 E7 P- f6 b6 w! z9 P return FALSE;% Y. L, _& w* X } ( `& h8 m( g! P7 I C Gamehead();/ a4 f# q* C* ]7 v1 ^3 g % x, e9 T8 P. y3 ?9 T& ^ // 进入消息循环; ; }8 G! P2 y+ W1 S e while(1) - p. e/ @+ l: p6 ]7 T9 a* b- ]9 x { $ c r) u6 }6 M& v7 O O) m if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))! M; B; [4 c2 d% W& U { ; ~: ^# d- v4 k* ~$ ^ if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam; ' f6 W8 d) w0 b& ?% x TranslateMessage(&msg); 2 N. S& o7 E; d2 E) ] DispatchMessage(&msg); & y+ c& x( }3 V }+ ^0 k. X" I" W' g) S* { else8 _# Q1 r4 c: k. D6 o7 R MainLoop(); ; R! g' W1 `# p. @. F/ u } 4 {& B0 @6 _8 n. F( E7 k return msg.wParam;! [; G" X, P# u3 ?& F. M3 U } ! j+ V8 P: ~; v 6 M3 g2 B- u) H& k5 S) X$ T" ^# l, p; {1 m //游戏需要用到的函数 : A- ~1 H5 z6 @& q5 }5 J9 B' ]" ? & h8 W6 H A+ Y# @9 p. m / V+ O4 u# V3 G4 r1 E6 m & {# T. ? {" X3 j$ F: [* dvoid Gamehead()" w# O8 h; ~6 r7 A( K3 o6 V {" Z3 J8 a; m0 L RECT rect1={0,0,178,145};8 t W0 s1 K6 H2 q3 S7 K2 q& r int x=80,y=100;! l& P" O( G' {) E& o3 G0 K. O int i;6 n" S% m0 _. s- J {# v ; ^$ F3 [0 n' M9 ?* j3 k lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);5 m( @1 I0 X- q # L$ B, E' @- O* B, n for (i=0;i<6;i++) 7 A5 d) o2 [. ~4 d0 m { # B5 W% x; N; t) Q+ F0 Q; }- A6 i rect1=GetRect(i*65,0,i*65+65,202); & M$ s- ^3 b8 \3 H6 N4 y- y- P( y lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);5 e& w% x4 _0 O4 I" T8 S Delay(500); / e1 Y% _$ t' o" |, s+ D2 | } $ R! C d4 K+ n6 C 8 ^/ f) k1 t G: s1 N& F Delay(3000);: h; M8 W0 @: K3 x. q0 C% n2 \3 I } + B+ X7 X% `$ _0 } 1 p. D8 A( H' Z K: Cvoid BackGround() //画地图 ( L* t1 s9 ~; D' J K { . \1 p _. a* ?" S# S' d int i,j; ( n9 L2 |! G" k7 ~' m$ n- t for (i=SY;i9 X$ \' z, L b for (j=SX;j; e- T( z) G/ w! @ if (MAP[j]==1), C }' | G0 T8 B { # ` E/ U/ J% b5 D8 r! e/ k4 y rect=GetRect(0,0,32,32); $ b4 N3 g. X4 n/ p6 }. | lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); O0 N4 S% e' s' V; n/ Z } ) X% W, \: S' B else2 s* l2 o% U% I# C* Q* ~+ S { 9 L. k1 H6 J0 G* j" A7 M rect=GetRect(0,32,32,64);4 J, r) ^) E n2 a: i+ s lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); 7 W# r5 [3 o' ^8 z) M( w. g: l } : n$ V# t$ l/ B1 q' [: j}5 g0 y: F8 h! q8 V* W : {6 {' V3 R# L/ |2 k RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 , }8 [0 _) h8 J5 T0 |{ 9 m7 z, p& X5 G3 Z6 r RECT TempRect={x1,y1,x2,y2}; 8 `. J+ D- a @ return TempRect; 0 W" q( _4 k* h j5 T0 K} 1 j* D K0 K( u; z; S 4 J" F3 B& Z$ \: `! i3 u) E# mvoid MainLoop() //游戏循环 ) g5 s3 F- Q$ L. y3 h4 p {+ z, k* L! \. _9 h8 Y" o" L" z BackGround(); , a- E$ G1 @' [+ }; I0 V RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};" J5 ^9 G5 {7 X4 o lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY); 8 J+ X, N$ s) s: I ) @. {/ ^8 l- F: E if( Hero.x<0 ) Hero.x=0; m" T. R$ _. y% \3 @) { if( Hero.x>640-32 ) Hero.x=640-32; 3 }- C- P, q' S# B! Y if( Hero.y<0 ) Hero.y=0; 1 \7 c- j6 |% S+ C7 }6 E if( Hero.y>480-48 ) Hero.y=480-48;$ `2 U7 i- s: U( B9 B) v 7 {* n1 O- ~/ j5 q" c% Q# Q7 @2 ~ Hero.old_x=Hero.x;7 X. z M7 `3 B; c; v Hero.old_y=Hero.y; ' F/ d& t# u. V; O% z0 m old_SX = SX; old_SY = SY;% p- D- O0 O$ V } & ]+ A2 a2 l* w ( J$ V; C& r5 G }7 w- ~5 h( o8 M/ q9 Q' q! Y& a9 W void Delay(long time) //时间函数 ! F7 x8 F) X% s6 a" a! N+ s, Y{* N$ J8 M1 q; z2 ]( F static long old_clock, new_clock; //延时变量 # V, h3 G0 a; K! A. E* b new_clock=old_clock=GetTickCount(); ( Z9 ?6 s: ]; R- i while( new_clock < old_clock + time ) . S' a% {6 O, L! a4 E- c { _6 f' o m6 w) I new_clock=GetTickCount();7 ^4 F& A; L; ^2 m% }# | }! s# U; H! g, k5 x' }* F }8 U. w" d' q6 n+ j) v: t1 q; \ ; b& u" h5 N) \# Y T8 v- P9 q$ b5 ?- }1 ~% b P ' D" B! \1 h0 l( b9 h# O5 } ! _, S2 ^, l6 o; i) g! b( L//下面是dx相关的函数 , F5 e* c. p5 L! nLPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 ! `! W* e9 T: [0 b{ 5 l, ]8 Q' }% D* S5 i# E HDC hdc;" @8 ^' I7 J* M# Z$ D, N" { HBITMAP bit;7 c. p U) q; t/ t LPDIRECTDRAWSURFACE surf; " N2 j4 P! _1 |# D0 Q4 _( l1 A3 X3 s, t" I- P ; E1 j: a E3 I5 L( I+ W) | : x5 r# @# H7 j4 e bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, : i7 z& g' R+ {! j/ ~) e& G2 C LR_DEFAULTSIZE|LR_LOADFROMFILE);: h' @" n. D) {8 s2 k" Q if (!bit) 2 J( J9 d- Y- _0 k" P( \4 c3 ~ $ j# M8 h2 _! {4 W * R4 \6 E+ \, L : m- X/ L. q/ B return NULL;# j2 [3 k3 ~! b8 y3 Q" l2 l " n v) B6 y( G# s0 r+ R! N4 ]' f $ D8 k6 Z$ E/ P: m9 Y9 l- I % E- i8 h. \' P+ h; Y BITMAP bitmap; 1 y& W1 f4 [1 B. y5 e( V& d. V GetObject( bit, sizeof(BITMAP), &bitmap ); " O$ r5 h1 `- t {3 t int surf_width=bitmap.bmWidth; 1 Z# G9 ^, c& J; B int surf_height=bitmap.bmHeight;" y A% Y( F0 j1 u# i% u1 w1 o 6 H# B# m. v. {: k# e & t+ |: _8 g9 z7 M% {# U) \ 0 L l' g5 ^9 g- }8 l i0 d HRESULT ddrval; 1 I( X2 g) P8 ^6 c DDSURFACEDESC ddsd;% _9 L- } u |8 o0 |* L9 [ ZeroMemory(&ddsd,sizeof(ddsd));" L/ p; Z; W8 q! O& h. g ddsd.dwSize = sizeof(ddsd);% `4 w6 Q9 o6 Z ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; ; k0 w+ q, S# p& X$ |. e" ^' X) T ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; / k/ t9 q& @" G- l/ ]! G5 S: B% K ddsd.dwWidth = surf_width;' Q+ l! h' J4 @$ [4 _8 g ddsd.dwHeight = surf_height; ) A9 l! ~- F+ Y$ a5 @4 C* ~% q* S ; Q# j) H! ^3 I& o. N2 Y( \* l& S " Q% G( i% ~! y' K : }/ N9 b! P6 e# G( q; V ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); 3 H3 M: @* v Y1 S. J) d, X" T" Z! ]4 v: | 1 M# x4 Z+ Q5 Q" e" n if (ddrval!=DD_OK) {& R8 m% M3 j" S5 z8 ` & g- o2 Z, i5 z# |5 h2 O ( j5 H4 Q! B/ e5 F. P DeleteObject(bit); + t! ^/ @7 \+ f# J return NULL; + B1 C$ a$ A- H8 v9 z* z* n7 F/ Z9 n/ I } else { - }5 p6 m: I/ R8 I6 i; r & e3 j# q' h, _) K/ q R! m! K0 \" h m$ ]* V* V2 | surf->GetDC(&hdc); 1 J5 i0 Z( ?# n1 b 7 C) I; r% M+ w4 Q/ Z, r8 k! J9 R$ s: ]6 O: a 3 {( G& |8 ^5 J" E HDC bit_dc=CreateCompatibleDC(hdc);; _) O( R) H# M: g 9 A) ]0 F2 d& A& N5 a1 g " \' K7 q9 M5 y8 O1 f3 f SelectObject(bit_dc,bit);- W7 V; S* A" H4 h# T" ~7 e BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); - s% {. D8 F6 N6 i, F 4 M* M8 o Z' T" D$ B; x# n# a; O: V- m) y2 e9 S0 x surf->ReleaseDC(hdc);/ g; j! W% M. K5 K) c4 i" r+ ~( ^ DeleteDC(bit_dc); . d: ]& Q& v( J. v# |% e+ [/ r! ] } & m+ t1 n7 Y, i 8 \ t2 `# o0 R1 {0 D3 x l * K: u, }; @) s+ C! B! o$ l4 i H. [' ]* }, n% k' K DeleteObject(bit); 8 Q& z: ?- b4 I4 o * |+ s- t5 @- }' {# P' J4 E ; A% m" L% O" q return surf;$ L4 V' z& x$ a; I } ' D0 L% T. A) E : k2 `! U) p" P% A4 x q- X3 `% j + c6 l& A* X) {' l9 W DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 ) N: P; n# q' i4 T" C( e) i{ # R! E s5 c) s6 g- Q+ Z COLORREF rgbT; : j" Z; @, T. P9 K HDC hdc; 5 ~0 w' v: s5 s1 p5 Z; S% n+ r5 X DWORD dw = CLR_INVALID; / Z1 h) ?$ l0 Y DDSURFACEDESC ddsd; 6 a& G: P* l- | HRESULT hres; 2 T7 p3 N$ M5 B2 j _. Q1 K6 D k' E; v3 d4 H; I! G // 3 C h0 W& s8 @ // use GDI SetPixel to color match for us - T# |9 Q0 H& r) X5 M! f7 i, L // ( z/ N# P! G8 ^) V& I V9 w# @: v if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 9 R. r1 N# n& N0 {: D# `: k$ Z {- _: p4 B, [2 k& u7 x4 i$ W" R rgbT = GetPixel(hdc, 0, 0); // save current pixel value- i& a3 l0 m( T7 G3 r SetPixel(hdc, 0, 0, rgb); // set our value " x/ O: o. W# ?" i; e8 C6 @ j pdds->ReleaseDC(hdc);2 c( E5 z' ?0 g) K9 k, ] } # ^! d1 Q ?/ a& X6 _" G6 r$ F* t! b //: C- i$ A& L1 r; B" H& I7 ~; \ // now lock the surface so we can read back the converted color: C5 w7 `4 b* x! P4 O6 Q; X3 M //) J6 T8 ]( n$ J6 Y1 k7 a& N9 c ddsd.dwSize = sizeof(ddsd); 2 n; Q6 z, I- f+ s' A% } while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)) u' B' w) Z. w ;% U4 @- w! t6 w& {) N! l0 u ' ~8 ]) G3 D# J if (hres == DD_OK)1 y0 q" j* p4 W: W4 b {5 I3 e/ W- o" B6 ?3 x% {2 F dw = *(DWORD *)ddsd.lpSurface; // get DWORD 8 O! h4 F4 R: _: P* Y" m: r* t5 m dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp5 `3 d& N# s! H pdds->Unlock(NULL); * ~3 q4 `; r0 T }" n5 N+ h6 ~8 v B( B . ]4 V7 i9 \; p- M5 v* J9 M4 k //$ Y4 `; b( p/ S' n, y% v // now put the color that was there back.. n( s+ W( f9 Q // 0 Y, s( I& V) G0 R if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)# F3 J2 O$ P1 |. S% G: P, \ {& F' v i; ^" W) O4 z; y4 I8 q3 P SetPixel(hdc, 0, 0, rgbT);, G/ a0 h) j' {6 S9 y, @' ]- R! t pdds->ReleaseDC(hdc); % W2 j1 y" O/ z6 G }# a, c+ `! z' @2 _6 l5 y& L . D4 g- V6 B) r& @5 }& `( p return dw;: V; x/ E z* c6 R; W# B }/ R) _- @" f( a) n" e1 z+ u6 J 6 H& D- W) K s) k: q /* 7 |8 Q, k" m# U+ [/ C * DDSetColorKey - X/ J% O, f/ k+ d+ t *& t' ^8 y# S0 Q3 I6 u1 J/ a * set a color key for a surface, given a RGB. 7 c2 W5 _8 c+ ^& `) q1 W0 q * if you pass CLR_INVALID as the color key, the pixel/ j! ?1 z8 K4 y2 O * in the upper-left corner will be used. 8 o: C y7 _ R */, h1 e5 }$ m2 E, _ HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 " Z+ R9 h8 e c: I8 @) F" M- D { . C3 A5 W4 ]8 c' \6 q K DDCOLORKEY ddck; ! M$ O" b3 O% P) D" r; M; |3 O2 n n/ ~+ O6 y6 Y$ p0 H ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);9 f' @& r: M+ ?! K* k ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; : ?2 J# v0 b! J2 _: a1 J return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck); ! Q4 t3 ?2 f9 G4 W: t. Y: |} ; j9 F$ C2 R% ^) u7 X& o% k8 l8 Y W1 b 8 s T7 _3 `3 S; h) f! l+ K 6 X d3 w, ?, P8 }) N# T, \我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! " K# x! b( L2 }* L" m游戏下载地址 hays2002.51.net/game1.rar % T+ H' c! o- Z. h. Y
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    2
    发表于 2004-4-8 20:54:00 | 只看该作者
    干什么的?走迷宫?
    ( _+ g& b; z  ]
    , ?# s: C- n- Z" [还有,代码中混杂英语和中文注译,我怀疑英文部分不是你原创

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    3
    发表于 2004-4-9 16:15:00 | 只看该作者
    楼主牛,我一小时只能读懂程序结构和实现方法。
    $ h+ T+ x" x  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
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    [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:5 Y+ r' b# x* @9 ]2 G, p9 \5 Q2 l
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    2 M) I6 b! K5 h& g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& [+ Y  M# L3 V( M+ j
    " S7 a& e& C! }
    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:. y$ k- r! H. B6 R: r  G- `
    绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    + d3 C; {. Q# o
    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。
    $ Z0 _  B2 V0 w/ _, H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。
    " ]8 c7 g" X1 ?0 Q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。+ b8 H% P8 A1 b

    9 L3 I- v$ i5 N

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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/ m! _9 ^) j3 i  O* V$ G5 V2 p
    另外好像是用mfc还是什么的,mfc总是把我盟在雇里2 ^- B- F# C: K4 A% |; o1 G1 u
    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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