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
7 P& _! M. @/ ?7 G& E#include // DirectDraw所使用的头文件;
4 E" f" j$ q. j( s#define MAP_X 64
, q6 F2 C5 {) F$ g#define MAP_Y 48
$ B6 |8 w3 n- O// 变量、声明函数;' ?$ b. l* x7 }# ~$ a6 b" T- B% a
LPDIRECTDRAW lpDD; // DirectDraw对象;2 q; L6 r" d( ?# x* d' |$ i
LPDIRECTDRAWSURFACE lpDDSPrimary; //主页面,就是你看到的屏幕
0 p) w P2 P3 ^8 D% ^LPDIRECTDRAWSURFACE lpDDSBack; //后备页面,用于翻转屏幕
3 E$ }0 ~+ w) u/ I0 sLPDIRECTDRAWSURFACE lpBK; //地图页面
. h! z: y1 x2 y# l. ?- BLPDIRECTDRAWSURFACE lpPlayer; //英雄页面 2 h$ s5 d6 a! j' ?- c& w7 @* C
LPDIRECTDRAWSURFACE lplogo; //logo页面
0 E$ v1 Y1 A QLPDIRECTDRAWSURFACE lphays; //海斯 % C. ?( s; A3 m2 [
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int MAP[MAP_Y][MAP_X]={
" c9 \5 I- x( M$ X1 x{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}, 2 ?% _8 N8 B8 q- l4 G6 M4 y8 B4 P+ 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},
1 t J: L, c" C- b/ w- J. m 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},
! a7 A, K* R" b: @% x{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; n0 T5 P$ m) 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},
1 c# x7 Q( x$ [. ]2 L( t+ `# @{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},6 O) P9 F+ B% \& 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},0 X8 z9 a' y, B, a8 ^* i3 ?9 k, Q
{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},) ~' r8 p/ a. x2 N& t
{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},
$ W7 x: ^# r4 F% P( Q {1 T9 w{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},; |" C! r! g% `( S+ g4 d1 S
{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},% R3 t& q% b$ K- x1 ^1 L5 h1 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},
9 H# }* P; O; h1 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},
! w9 T1 O- ^: s- n$ V" i. S! j8 b7 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},
5 n' m# o9 q& D# r' 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},
$ T5 U2 H% s$ N3 V! J+ q1 b8 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},) p6 v6 z: t+ P- r4 ?# 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},: ]7 Z/ c2 t+ _* }$ z$ s
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
: c2 `$ h# f* v4 u% T9 }{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 ]" D8 V4 q, K$ r; I+ P
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
: n1 z2 D3 U: u* G8 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},9 r( ~3 |/ t' j$ 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},. n0 t' b: 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},$ i3 l/ l- o& q( a6 a. h0 B
{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}};& W' _% Z' _$ s6 ~
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int SX=0,SY=0; //地图坐标 ( V- ?6 V2 b' u+ V
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int old_SX=0,old_SY=0;8 }" P/ r, }& e. @
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RECT rect; //blt用的巨型 8 z) _ R) q8 L2 Z7 U
int speed=10; C v* }7 d& j. u! @
! S2 _$ R4 H2 X) B C6 S6 Ltypedef struct{+ Z0 t8 f; W3 e$ c$ \" Q( N1 h7 k8 C
int x,y; //当前坐标( `& D7 h$ w6 K* [# b
int old_x,old_y; //旧的坐标! I+ @3 C- I% ]! i+ Z$ s
int Way; //方向
1 h3 ^: q- R3 [9 Oint Stats; //状态
# \$ v$ b1 r' N k4 E8 u}Role;
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6 E: t3 @: a+ y* NRole Hero={1,( k3 S a M' ~5 s6 R3 x, M, m
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0,+ Q$ J) m" g( O5 z4 K0 f
0,
* c9 d* s! _) }4 q7 B" \; r 0};
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' D% \! {7 o8 r1 B# m7 [//函数声明列表
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- I& `+ T- T# X# pRECT GetRect(int x1,int y1,int x2,int y2);
* u: L1 x1 r' s% T& {void MainLoop();2 r, p8 }% z' k0 \, R
void Gamehead(); " W) g9 ?9 x! S% J9 I0 w* {; E
void BackGround(); 2 a( S/ l2 h- G+ R
LPDIRECTDRAWSURFACE bitmap_surface(char* file_name);0 F {- t T3 n$ ~6 q$ @
DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb);& t& q6 I4 p3 z
HRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb);
0 |! q* f5 A6 C, bLRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);* m* L6 b! R( M- P, m/ Z' a4 W
void Delay(long time); //时间函数
! ` [+ t' X0 x0 ]- nBOOL InitWindow(HINSTANCE hInstance, int nCmdShow); // 创建主工作窗口;
& O$ d d$ @5 O# j. N4 a5 HBOOL InitDDraw(void); // 初始化DirectDraw并且打印字* Q# u& P9 w o# y( m9 l( M# K
#define SafeRelease(x) if (x) { x->Release(); x=NULL; }$ @; W4 u9 k4 c: z: H7 }
void Cleanup(void); // 卸载DirectDraw函数;
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BOOL InitWindow(HINSTANCE hInstance, int nCmdShow)
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4 V& D! d" P# y% V) R HWND hwnd; // 窗口句柄;/ x t7 _. |, Z7 ?+ J
WNDCLASS wcex; // 窗口类结构;
8 }8 `) U- E) f
. c/ [! q: h8 K% `% c9 ^7 R // 设置窗口类结构;
+ D7 h" U/ f/ X0 ]5 h, ~2 Z wcex.style=0; // 风格;
- J4 c2 F" ^5 x- y* l& d' L wcex.lpfnWndProc=WinProc; // 窗口处理程序;* O. @0 n A7 y8 ^$ V
wcex.cbClsExtra=0; // 扩充风格;
' }; a* M/ f3 J0 I. S9 ~6 [ wcex.cbWndExtra=0; // 扩充程序;9 k+ T: t7 q* a. S
wcex.hInstance=hInstance; // 应用程序hInstance句柄;1 o0 C( ]) y/ K3 l
wcex.hIcon=LoadIcon(hInstance,IDI_APPLICATION); // 读入默认的图标;; Z/ d ?. A- O4 R
wcex.hCursor=LoadCursor(NULL,IDC_ARROW); // 读入默认鼠标形状;& g( s6 p: k% M+ L0 N) C Z( m
wcex.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);//窗口背景;
7 ^5 ?$ H8 h+ I" X p wcex.lpszMenuName=NULL; // 窗口目录;
! C, ?# ~/ m2 d% } wcex.lpszClassName= "DirectX--Hello"; // 窗口的类名
) G0 |/ V+ l, Q5 c2 K9 t: M // 注册窗口类;
: C! c; X @& [* ^0 M: E0 B RegisterClass(&wcex);& O, i( _! P" n- |
// 创建主窗口;: W0 A7 k5 v- U- w& X& u
hwnd=CreateWindowEx(WS_EX_TOPMOST,"DirectX--Hello","",WS_POPUP|WS_VISIBLE,
4 d: V( n8 ^: I' D5 ?' l7 t8 J# p7 o- Q 0,0,GetSystemMetrics(SM_CXSCREEN),
$ S1 ^' {5 B5 m+ k GetSystemMetrics(SM_CYSCREEN),NULL,NULL,hInstance,NULL);6 S' y0 s9 |. `; |
if(!hwnd) return FALSE;+ j& i) U' E" P4 k0 ?4 A% ~
ShowWindow(hwnd,nCmdShow); // 显示窗口;1 H' C$ A. b# k& F: c4 L0 i# r- o
UpdateWindow(hwnd); // 更新窗口;; @, D# O) H2 r. ?0 r
2 q: H6 f( W/ w4 k1 r$ W* [7 \- | SetTimer(hwnd,1,30,NULL);
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$ g4 `" S- T2 \4 m7 F) ~3 y& r. p return TRUE;
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LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)
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switch(message)* C& `9 ~- f D
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case WM_TIMER:
3 [; g# v$ j4 v7 u) {) l9 @, Z lpDDSPrimary->Flip( NULL, 0 );) C$ C5 r' i. j/ Z5 S
break;' m: y4 v/ ^' a8 U
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case WM_KEYDOWN: // 如果击键;/ ^$ P1 J. u' s+ [" x
switch(wParam)
4 `4 H1 k2 _1 L+ r+ v) D {
* Q2 v% O6 h# H" \' Q( a case VK_UP:
9 \) z% I8 `9 \- K0 @ Hero.Way=3;! N" V/ W; x2 ^% P6 g$ u
if (SY<=0 && Hero.y<=240) //往上走
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SY=old_SY;* M# p8 v( F5 N- a2 Y: f. U* H
Hero.y-=speed;; P& b. {; z0 r9 e, P. W2 f3 P
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else if(SY>=MAP_Y-48 && Hero.y>=240)
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/ `1 r. V0 A. Q9 V; L SY=old_SY;
* D* T( E) Q) U( Z Hero.y-=speed;
& u* {3 T+ p' F6 k0 v$ f7 v7 v1 h }
8 ? D7 k8 I/ c) `3 L, s/ H; T) g8 g& y else SY--;
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break;
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E+ g# E; P/ ~) g/ u" j: u* c case VK_DOWN:$ t) k- u/ r) `! m
Hero.Way=0;
; x3 m# e! k0 r1 ]' {0 I7 i if (SY>MAP_Y-48 && Hero.y>=240) //往下走 ; x- {, w( s7 e# D r
{
8 |: f$ N% ~1 I5 v5 g n6 ?. G5 r SY=old_SY;$ I. l2 R" e. w& v
Hero.y+=speed;
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else if (SY<=0 && Hero.y<=240)
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$ e, V# @# Z1 R& A; M9 X SY=old_SY;
" C3 o* B& Z! g' W/ t: P Hero.y+=speed;
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3 u0 d% m. P) s4 Y else SY++;
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break;
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case VK_LEFT:- ?7 U* W b) F7 f u/ g
Hero.Way=1;9 J- {7 V5 O, t; u, l4 I% \
if (SX<=0 && Hero.x<=320) //往左边走
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SX=old_SX;
% y+ X r( M1 `/ @/ } Hero.x-=speed;
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3 ^" @3 n. i8 {0 b5 i: t. c' } else if (SX>=MAP_X-32 && Hero.x>=320)
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SX=old_SX;
0 _5 ]7 O8 p3 L8 K9 X) M4 z- L Hero.x-=speed; u! `5 J( A0 a0 E- w% l# I, O
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else SX--;2 |" S. V' b; u' n# M7 k1 P( }
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break; . t2 K7 B: i) B4 V7 |$ S% d/ P2 }
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case VK_RIGHT:
1 e# S2 @; \8 p2 }" x& p Hero.Way=2;
/ Y5 l* c4 Q- a" ^4 X if (SX>=MAP_X-32 && Hero.x>=320) //往右边走+ z( ?: F, `3 Y( p) M+ ~
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SX=old_SX;& e! c7 V7 h1 e* H+ K. q
Hero.x+=speed;
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else if (SX<=0 && Hero.x<=320)
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* j: a, v9 D; [0 e SX=old_SX;
: u; e R( g6 A) h Hero.x+=speed;
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else SX++;) @: h& I" y* b& g
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break; # n8 i9 l8 q) ?$ F- F7 w
}
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Hero.Stats++;0 H- F8 G: C: o9 J3 o) s
if( Hero.Stats>=3 ) Hero.Stats=0;
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! [8 N3 O( U, `1 p) P1 t% \, \ break;- t/ O% ^& o) L* m
- Y6 j; E8 A) B1 E' }8 `% A8 z case WM_DESTROY: // 退出消息循环;7 W$ J4 _' U0 V# C, R6 U8 Y6 Z
Cleanup();5 X; h6 J r( A* |
PostQuitMessage(0);
/ Y+ d- P% I1 g4 i- M) }. i break;
8 _/ R% v. b4 t; ~4 r2 c1 D }
5 W y8 H' w; o // 调用缺省消息处理过程;
" i, A. {# N( s) {: X* R2 P return DefWindowProc(hWnd,message,wParam,lParam);; w* n3 M, q4 ]3 f" C
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// 本程序的最核心内容,即DirectDraw的基本功能与用法;
5 \! {8 Q# t7 u1 x0 \BOOL InitDDraw(void) 9 s' b9 y V6 B. w6 k( G! `! X
{
& I8 P2 f- {+ ] DDSURFACEDESC ddsd; / G4 E! c* o( [0 K
HDC hdc; " d. x3 B& l/ F/ {9 T! N: K" p
DDSCAPS ddscaps;( [+ t- [- q# q- ?
// 创建DirectDraw对象;# j3 T& }1 A" d$ u
if (DirectDrawCreate(NULL,&lpDD,NULL)!=DD_OK) return FALSE;% \# @& D$ {0 E }; l3 x* |/ a
// 设置为全屏模式;+ X( f0 W: a8 P' D+ B( [0 Q
if (lpDD->SetCooperativeLevel(GetActiveWindow(),
& d0 n3 M$ [8 {7 v) {! Q) D) H- i DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN)!=DD_OK)
+ R% b& u2 \% Q* L return FALSE;
1 K3 r. w: p7 w W1 d' i7 p // 设置显示模式;4 L# q4 u8 n. S; d2 y D
if (lpDD->SetDisplayMode(640,480,16)!=DD_OK) return FALSE;
; R- k- b1 U- o& p" L" F. K4 n // 设置主页面信息;' U0 V( L9 B3 z! s; Z5 S# h
ddsd.dwSize=sizeof(ddsd);
$ c; z+ o- `+ ?$ w% B. s% [ ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;/ X# H7 S6 P5 L7 @! e
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
i4 p$ {1 z& B7 J$ A2 ] DDSCAPS_FLIP |4 [3 b9 j% k' o
DDSCAPS_COMPLEX;, I2 D6 E$ p1 I- O
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ddsd.dwBackBufferCount = 1;
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5 s7 C/ ^2 ~( o# e: Q# N // 创建一个表面,类似开辟一块屏幕大小的显示内存;
4 _9 ?0 W9 J# F5 w% s5 ? if (lpDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL)!=DD_OK)
% E: F. f0 h" ~. V( H7 y MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);7 a3 Q1 }" ]3 ?$ }
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ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
2 b3 u* @. j/ D9 X: n if ( lpDDSPrimary->GetAttachedSurface(&ddscaps, &lpDDSBack)!=DD_OK)4 J! Z, U) C7 \; w
MessageBox(NULL,"SDSDSDSD","sdsdsdsdsd",0);! a" v% K# l, P. W" e7 P# q, m9 ^6 `
3 |$ I; s% z( h" G' E7 b$ n lpBK = bitmap_surface("map1.bmp");, `8 X: e4 F- y P+ t
lplogo = bitmap_surface("logo.bmp");
" C: ?5 S7 e; o) h) w1 n lphays = bitmap_surface("hays.bmp");3 c! N7 e& l+ g5 L: q1 _; O
lpPlayer = bitmap_surface("PLAYER.bmp");
5 n6 |- V- ]2 x3 ^+ _& {" f DDSetColorKey(lpPlayer,RGB(255,238,187));6 }+ y. N4 O& |9 g2 D+ ~' x
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return TRUE;% Q4 P; n- i2 o5 h" f8 l7 P. b- [
}
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void Cleanup(void)
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6 y9 @5 a, C. N0 i) F SafeRelease(lpBK); $ e* o" o5 g* I7 ]
SafeRelease(lpPlayer); 6 d6 d( I9 j$ k+ ^
SafeRelease(lpPlayer); . w" a1 ^) ?, a( ^
SafeRelease(lpDDSBack);& U) n7 F3 f$ i1 X7 m! F
SafeRelease(lpDD);
! ` O, [- B- n( ]6 p SafeRelease(lplogo);
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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();
% m% a! p$ Z4 n/ S: Aint PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,
" L" D, ?) v' n8 k; C! { LPSTR lpCmdLine,int nCmdShow)7 e5 M" @0 m. D9 }' `4 e
{
2 b8 F; T' z/ C! q. M# V MSG msg;
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// 初始化主窗口;0 @, t2 Q' Y0 @1 p% U$ |
if (!InitWindow(hInstance,nCmdShow)) return FALSE;1 f( Z& ~3 D; P2 f- ^+ q, d8 Q4 p5 l
_4 `5 x* Y$ G2 m$ `/ q5 i // 初始化DirectDraw环境,并实现DirectDraw功能;* j3 [, a3 K$ w, l2 F9 X. ]
if (!InitDDraw())
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MessageBox(GetActiveWindow(),"初始化DirectDraw时出错!",
9 @3 @4 Y0 H! x0 s8 E "Error",MB_OK);+ p0 c! D$ T6 J% l
void Cleanup();( b; J+ f( B+ d
DestroyWindow(GetActiveWindow());; E$ R7 W: z$ \9 U, n
return FALSE;
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; g; F- \- A6 C( x5 u Gamehead();4 A+ _4 b; s/ G& j
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// 进入消息循环;/ r* C8 V5 s; M3 x) F( T
while(1)0 n! b: r7 S$ U/ s3 ]. }
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if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
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if(!GetMessage(&msg, NULL, 0, 0 )) return msg.wParam;+ d, _* K: O2 S+ T7 {4 f$ @7 Y
TranslateMessage(&msg); & W3 v0 z4 D, w- L) ?
DispatchMessage(&msg);: ?/ Z3 N7 U# x1 u9 } Y {) w; I1 ]
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else
" e" O8 N# c2 P& I MainLoop();5 R Q2 p3 H3 O6 a7 _4 V/ q" R* t2 O( W
}
9 H% V1 k! j& r6 z# @4 D; N return msg.wParam;5 O4 }7 ]. A. ~$ d- O
}
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$ x1 w' K1 r, Z* C& v//游戏需要用到的函数
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void Gamehead()
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RECT rect1={0,0,178,145};0 I, E9 x" q O& f
int x=80,y=100;# M0 o& T1 z, E6 l) T8 R$ V# E& {
int i;
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# c$ `5 W0 c" O( W; S @ lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY);
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for (i=0;i<6;i++)6 |; N) H% k0 \) p" C" j+ _" @
{
; @1 q) F6 f; S: V% S+ \ rect1=GetRect(i*65,0,i*65+65,202);
9 x3 L2 J5 E/ ? lpDDSPrimary->BltFast( x+=65, y, lplogo , &rect1, DDBLTFAST_NOCOLORKEY);6 R, l! o i: E( E |* g, M
Delay(500);0 E" q( F7 G9 ^# D, u
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7 p9 U3 s1 d. c% k Delay(3000);4 |) `$ ^" F* {2 k. j
}
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( N; u3 z: x& D2 U* ?# Jvoid BackGround() //画地图
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5 R- C9 M% S+ A, T9 z1 S+ n/ A int i,j;1 i2 J) j7 @ i% _2 ]; h: ^
for (i=SY;i4 o3 x5 Y9 z+ C* d8 ^, T( h
for (j=SX;j S6 ]) E7 U4 ~# ?3 M
if (MAP[j]==1)
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rect=GetRect(0,0,32,32);
& \ b( Q5 B" [! G: ~ lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY);
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else5 f* |/ i4 k8 C
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rect=GetRect(0,32,32,64);4 m$ t1 L$ `1 l7 S$ _
lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); B* H. [' o! l- X
}
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RECT GetRect(int x1,int y1,int x2,int y2) //获取对象巨型 * Q% e4 j3 f7 m; U
{
5 ~5 z0 p9 X; [7 w- H( b RECT TempRect={x1,y1,x2,y2}; Y" e5 P) y% @; P) j
return TempRect;9 E% e" N$ Q8 h7 x* k9 y" W% E
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void MainLoop() //游戏循环
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BackGround();$ S5 z/ k" i7 w) H. o W9 p2 V
RECT rect2={Hero.Stats*32, Hero.Way*48, Hero.Stats*32+32, Hero.Way*48+48};
3 W( m1 q$ O3 ]/ }( J lpDDSBack->BltFast( Hero.x, Hero.y, lpPlayer , &rect2, DDBLTFAST_SRCCOLORKEY);! i9 _( a/ T/ |; B. `# [
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if( Hero.x<0 ) Hero.x=0;& s* r* Z# _+ S2 ?& z
if( Hero.x>640-32 ) Hero.x=640-32;
- [1 w, @: x1 _8 o if( Hero.y<0 ) Hero.y=0;
. i/ a! ~: R8 y6 }- R. `& } if( Hero.y>480-48 ) Hero.y=480-48;
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3 _ r+ D* t+ l3 }3 V" S1 ^9 A Hero.old_x=Hero.x;9 w) L2 e. `( @; C& ]8 e6 j
Hero.old_y=Hero.y;& K( g8 Q- p& f V( }
old_SX = SX; old_SY = SY;4 m. D) a d q+ b6 ]# o
}
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void Delay(long time) //时间函数
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: n. M2 k/ R" Y4 w! O# B) ?$ \ static long old_clock, new_clock; //延时变量
! [; X* o( s) q new_clock=old_clock=GetTickCount();5 `* k" E/ d5 v5 z' U0 V7 f8 E8 d
while( new_clock < old_clock + time )
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new_clock=GetTickCount();
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' }0 Q& u5 ?6 e4 g% Z//下面是dx相关的函数1 G* J7 Y9 N& ?$ x% G/ W
LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入
* v" `: B! B; u) s7 x7 E, y6 V3 i{
$ @" ]% n7 b3 ~; c0 m, }5 Y: u0 q. V HDC hdc;, |: p; w( g+ ^ `
HBITMAP bit;* q: ^$ F) R8 ~( n
LPDIRECTDRAWSURFACE surf;1 F- i N$ P2 y# x
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bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0,. f2 J4 {4 Q" [9 ?0 m
LR_DEFAULTSIZE|LR_LOADFROMFILE); I: h% [. j# u
if (!bit) 1 L( z7 O7 |9 D
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5 Z4 D7 N( q6 {3 k' D- l; j BITMAP bitmap;* W" f( j# d( ]
GetObject( bit, sizeof(BITMAP), &bitmap );
2 Z/ c V3 T* E" B6 ]" M% x& T6 `; u int surf_width=bitmap.bmWidth;
! G/ G# j( f9 M! w/ t+ { int surf_height=bitmap.bmHeight;
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HRESULT ddrval;
0 I0 p( ?, t* ?+ A6 ~, j DDSURFACEDESC ddsd;
7 I; p8 w- S _- _$ D ZeroMemory(&ddsd,sizeof(ddsd));
6 ]' t8 L& ^. Y+ j9 G ddsd.dwSize = sizeof(ddsd);8 [* h# s5 q. N: M
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ;
C1 m& k, r- a4 F% M. n9 c ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; 4 \8 u/ Y/ Z& U4 w
ddsd.dwWidth = surf_width;, s6 |2 j' T1 V0 T: d
ddsd.dwHeight = surf_height;
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ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL);
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5 S, V5 L5 B& C3 b4 L" r if (ddrval!=DD_OK) {
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( u! e) Z9 _1 R; i! z/ n DeleteObject(bit);) `1 o; [2 }# \$ x& y2 A; @
return NULL;
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} else {' }/ }& v9 J. ^0 l ?
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surf->GetDC(&hdc);
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- ?+ m2 I3 S2 v0 }( _8 X HDC bit_dc=CreateCompatibleDC(hdc);. A0 T( `" Z) t% G# h6 k
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- e; k4 Z O" s7 u# M SelectObject(bit_dc,bit);
& {' z! G8 ]2 ?8 u BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY);
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9 y0 _0 \7 N" s( X5 [. r5 y surf->ReleaseDC(hdc);
- m# r: T+ v! [$ H3 U" [ DeleteDC(bit_dc);# c3 F f2 p5 S$ E& y
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DeleteObject(bit);
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1 E8 }# s' G$ E return surf;. o0 z- m) p" k; `
}
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DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配
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% ?2 Y U, i* g COLORREF rgbT;% Y( X7 R* O, i1 d
HDC hdc;
0 l8 O' ~+ r! a5 a" M9 P DWORD dw = CLR_INVALID;
. O% S( n, e r" I8 G DDSURFACEDESC ddsd;
% l; t; N* T7 y8 H' B8 B HRESULT hres;
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// use GDI SetPixel to color match for us
5 a: T6 e, b$ J //
$ m E; t# b( ]& `( q if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)( G d" M6 t2 s7 i" N
{
* U" u# F4 y/ Y2 S4 R' Y) n rgbT = GetPixel(hdc, 0, 0); // save current pixel value: Q, {8 W& ?0 S* K4 Z
SetPixel(hdc, 0, 0, rgb); // set our value
6 S4 A. Z1 M5 j2 Y/ W pdds->ReleaseDC(hdc);" B* d( j" K5 _0 w U& C
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//1 |) C" K+ U! R* }$ q3 X, g
// now lock the surface so we can read back the converted color# y0 c6 m" F4 y0 Y9 Q
//
$ s# h5 K! `2 U3 R2 N ddsd.dwSize = sizeof(ddsd);
: U* s% y# W _* E5 ] while ((hres = pdds->Lock(NULL, &ddsd, 0, NULL)) == DDERR_WASSTILLDRAWING)! _: _. U2 ?9 W: h
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: a- w/ R/ e g if (hres == DD_OK)5 V8 o! t6 m V [
{
) J" S! w, ?( R+ f3 Y dw = *(DWORD *)ddsd.lpSurface; // get DWORD6 q: d% g4 z5 C# E, K, F3 v3 h8 Q0 ]6 B
dw &= (1 << ddsd.ddpfPixelFormat.dwRGBBitCount)-1; // mask it to bpp( O$ {. Q5 p$ J6 _" R \( `( ]0 Y
pdds->Unlock(NULL);
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0 x! N- b! ~; K* C* [ //
+ u' u& X! _% X: ]5 D // now put the color that was there back.# e; S: D- ~+ Z: u4 w1 F! }: I
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if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK)
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SetPixel(hdc, 0, 0, rgbT);
% R7 D% M% H$ k' ^ pdds->ReleaseDC(hdc);4 w: N$ \0 u& b7 X9 k
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0 F& x$ b1 m9 Z9 a/ Q return dw;
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4 ~6 [0 E; {$ J- ^/*
( m" ~6 V/ R7 X/ b5 x b& v* c, H * DDSetColorKey
- \, e, a$ \: O4 i5 J, b) G *
4 n! M8 d9 t9 i * set a color key for a surface, given a RGB.1 V' D9 s- Z* M8 |
* if you pass CLR_INVALID as the color key, the pixel
5 Z& a! P" P+ W7 w9 Z * in the upper-left corner will be used.
7 |1 J9 {" B! ^: Q/ v */
3 W k/ q( b& jHRESULT DDSetColorKey(IDirectDrawSurface *pdds, COLORREF rgb) //关键色设置 g- w ^2 c: Q4 K I: T$ v
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DDCOLORKEY ddck;. \9 q2 Z0 G# w! f2 _1 P
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ddck.dwColorSpaceLowValue = DDColorMatch(pdds, rgb);7 G6 y& a* C1 X1 ]. C# V2 b
ddck.dwColorSpaceHighValue = ddck.dwColorSpaceLowValue; P: _$ r2 g, E; L' }7 v
return pdds->SetColorKey(DDCKEY_SRCBLT, &ddck);
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我花了一小时写的!!!!!!!!!!!!!!!!!!!!!! j, f5 I; K$ K; l! T& v, k
游戏下载地址 hays2002.51.net/game1.rar
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