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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 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 [ - W/ [- u1 y) M! U+ I* c+ s 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 ~ ( Q& S( ~0 r* E. R7 u4 @) V# |' E& ?3 } int SX=0,SY=0; //地图坐标 ( V- ?6 V2 b' u+ V ' t Q/ P: @9 R1 f. [* }7 P) l; C int old_SX=0,old_SY=0;8 }" P/ r, }& e. @ % x: \$ @! ~/ V4 G3 M) d' G 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; - O$ g1 ~1 t# n- _2 l; K3 [& N 6 E: t3 @: a+ y* NRole Hero={1,( k3 S a M' ~5 s6 R3 x, M, m 1,# ]* ?; x# W% s, c 0,+ Q$ J) m" g( O5 z4 K0 f 0, * c9 d* s! _) }4 q7 B" \; r 0}; 0 J/ O; J) F: M C; x4 W/ {) w+ p8 x & G3 x# x, \3 Q1 ]- q ! v* x9 Y F( w1 E6 c1 L7 P, H4 Y / k9 D2 V0 k: D* b" }! `, v& P ' D% \! {7 o8 r1 B# m7 [//函数声明列表 9 Y! D/ e8 r! _# H5 i0 r - 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; 5 D& A% T/ s2 G1 n - t) e; N8 `# M4 a3 Z0 a4 y+ r 0 F5 q+ i4 \% S9 \' {, u+ W1 O6 W+ W3 F" C6 a- e BOOL InitWindow(HINSTANCE hInstance, int nCmdShow) 2 f6 W# d3 K1 }- A{ 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); % Y* S$ e" R" V $ g4 `" S- T2 \4 m7 F) ~3 y& r. p return TRUE; . F& S& `5 U: a} 1 `9 j# f6 k' m$ r; X& V H$ b$ C4 w4 ~, Z. S7 D3 Z8 H# D LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) o/ F( c8 Y* n* T5 ^3 H{# {4 v& q6 |! R. k$ w$ d* r& ^0 e switch(message)* C& `9 ~- f D {) R7 D0 ~0 D& @ 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 4 @# w8 f' e6 U) k 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 4 m$ j6 p2 s$ p) ~ {* }3 B0 i- ~. n$ \ W0 C+ J/ \4 ~ 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 }2 k$ o( @$ z2 ?+ D: u I else if(SY>=MAP_Y-48 && Hero.y>=240) 3 T8 S% `. m! o9 \/ \ { / `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--; / p& ]% v; _. o ! R" ~5 F( C4 s! ^ break; : s. |) v# d! @9 W/ m$ T 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; ' I; z/ Q; S9 e- \, Q0 a4 Z }" a, h/ M) X9 Y( l& l9 C else if (SY<=0 && Hero.y<=240) / K- R( W" f! ` c" V" Q8 D0 g9 x { $ e, V# @# Z1 R& A; M9 X SY=old_SY; " C3 o* B& Z! g' W/ t: P Hero.y+=speed; 8 K6 e8 _: @ i& F R* p8 E6 g, o } 3 u0 d% m. P) s4 Y else SY++; / p1 |) z; W; B2 Y6 u 4 Y! W8 S$ ? \1 O) X) _ break; 9 ` k+ L L" E) A 2 F: y( B p9 I. \' u 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 + ]" x$ [3 s; \. `; e/ P4 c {, _9 E' ~# O' |8 c0 D- D SX=old_SX; % y+ X r( M1 `/ @/ } Hero.x-=speed; " l. T% S# {3 B( i } 3 ^" @3 n. i8 {0 b5 i: t. c' } else if (SX>=MAP_X-32 && Hero.x>=320) ; W5 |, b2 `9 w0 f' K* _5 \* o* h {5 q1 O6 {. e% A6 t9 N$ Z4 [ 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 }" J K/ r$ t1 a) C else SX--;2 |" S. V' b; u' n# M7 k1 P( } ' J) l, ]1 Q* e: e# Y0 W+ i) C break; . t2 K7 B: i) B4 V7 |$ S% d/ P2 } , @' k! f6 u2 I. G& d! Y: O z8 V4 a- _4 e 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+ ~ {9 b# |3 W) o; _( N6 S% P SX=old_SX;& e! c7 V7 h1 e* H+ K. q Hero.x+=speed; 6 I: L8 Q$ n! b3 N( t; A; M _ }3 V( H7 [' \1 @& G: J else if (SX<=0 && Hero.x<=320) 4 j7 p3 L$ T' N# `0 T { * j: a, v9 D; [0 e SX=old_SX; : u; e R( g6 A) h Hero.x+=speed; 8 f# M; q" z" e- g! S* l; n }4 y; V J+ a2 s, w7 f else SX++;) @: h& I" y* b& g / J8 G, X" _' u4 w/ N5 D7 f+ B break; # n8 i9 l8 q) ?$ F- F7 w } % k! J& V7 S" w. V # Z, A5 N4 D3 W" U8 ^ ' {& {* ]' [: `, I- E( { Hero.Stats++;0 H- F8 G: C: o9 J3 o) s if( Hero.Stats>=3 ) Hero.Stats=0; 3 z$ x+ l s2 [5 K1 p& ~1 j0 k ! [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 }3 B& J; O+ U; {8 { ~" d" Q( D 0 r6 r( I9 Y! x6 h) c // 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 1 I! ?' Q' o. Z. P' T- S ddsd.dwBackBufferCount = 1; ) @2 n& E7 }! {+ J# E& {5 i/ u 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 ?$ } , M; L; A: x+ D 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 ! {; |" d* z# u! H/ x V return TRUE;% Q4 P; n- i2 o5 h" f8 l7 P. b- [ } & o; h( n5 g; f2 f/ H1 ?/ Z0 j0 y( m+ g void Cleanup(void) " K: p" @( F% l/ M: O{9 a1 Z; }6 y) g' ^( `5 X- W 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); 5 |9 d6 m8 y+ ~! |, r9 o) G2 c% q8 Q2 ~ U! f } $ O2 Y" ~) s+ m- ]8 I4 i6 Q1 q f# I$ { // 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; 4 B% ?) ~6 | V. @+ c5 U' C * Y/ \# C& n+ s( G2 T. Q // 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()) : v: f4 d2 E0 p1 l' S% P! w {/ r& n: ^' g' s! D6 P4 ? 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; B' p `0 P2 n& R2 a x9 f2 m } ; g; F- \- A6 C( x5 u Gamehead();4 A+ _4 b; s/ G& j : {6 _' D( A' j+ M // 进入消息循环;/ r* C8 V5 s; M3 x) F( T while(1)0 n! b: r7 S$ U/ s3 ]. } {1 p; n A: A2 v3 {9 I$ }2 K if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) 0 C) j6 ^: T" S9 Q {* k& V6 i+ q% D- {' o" I2 A3 L1 C 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 ] }7 ^- v u. I% @! d 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 } 3 }7 S6 P1 U) P. ]! v" e |3 b7 O1 U9 x/ |/ X $ x1 w' K1 r, Z* C& v//游戏需要用到的函数 # {2 Q/ j4 V2 x3 t& \) \, A e% V* B' r4 S1 O% m s$ V+ A4 b6 @, F* k3 h" J' r- b6 H. `) p void Gamehead() 8 j! d/ |( ^: y2 A1 f3 e{: E" E% R: Q' k! Z5 I# X. _' X 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; ! l2 O! b$ H, O( ^! r # c$ `5 W0 c" O( W; S @ lpDDSPrimary->BltFast( 130+80, 202+120, lphays , &rect1, DDBLTFAST_NOCOLORKEY); ' ] ]/ C: S1 \+ d$ V/ q! d, V 2 H! V4 A( B9 s' B$ e/ k, k 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 }9 w& r2 z9 r/ `( H- `0 E9 {) B 7 p9 U3 s1 d. c% k Delay(3000);4 |) `$ ^" F* {2 k. j } ' T, l/ A V& X, ` ( N; u3 z: x& D2 U* ?# Jvoid BackGround() //画地图 " Z p& N" v$ T0 U{ 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) 7 ]$ w- E/ g Z) l {0 v' J1 |. h( ]& q: \+ n2 | rect=GetRect(0,0,32,32); & \ b( Q5 B" [! G: ~ lpDDSBack->BltFast( (j-SX)*32, (i-SY)*32, lpBK , &rect, DDBLTFAST_NOCOLORKEY); 1 @ r ?- j, J- @$ ~( G# l; P } 3 I. i7 N, d5 \6 T0 m1 G else5 f* |/ i4 k8 C {% \& Q; F4 \; Y 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 } : ?- s/ H% P/ y3 z}) B; I! m6 Q& ?8 h4 n& \# z + U, A3 l/ [3 t7 g 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 }- g0 O/ G. l8 x 8 `* y& u t( K% t H6 k; i void MainLoop() //游戏循环 6 X9 `( I3 v7 B{: ^% [& n# M3 ?. k, g5 |# h 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. `# [ 4 |7 m) F5 `0 |1 ]2 A* _4 w 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; + D: d4 O; G# d, o1 k# A7 H* J* D 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 } 2 t; g& K6 z( B9 r9 F$ J. a) x6 S + f+ F3 d' q. f' Q/ N W2 r void Delay(long time) //时间函数 " I# d% I2 c/ x2 ]% Q8 I{ : 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 ) : y) s! G5 B3 s9 h0 l {" K" M- V1 t9 f) P6 j new_clock=GetTickCount(); * G! M: @2 D" E Z }4 u4 F1 ^* k# _: @/ h' H( x" t }" t+ D0 u( y0 \( q/ ^ P0 ~ 3 @; u( A1 ^# |+ d# z+ s* Q % a! [/ a% t0 b O& ~4 ^* O0 f 3 i2 j ^* A1 c* h" P ' }0 Q& u5 ?6 e4 g% Z//下面是dx相关的函数1 G* J7 Y9 N& ?$ x% G/ W LPDIRECTDRAWSURFACE bitmap_surface(char* file_name) //位图载入 * v" `: B! B; u) s7 x7 E, y6 V3 i{ $ @" ]% n7 b3 ~; c0 m, }5 Y: u0 q. V HDC hdc;, |: p; w( g+ ^ ` HBITMAP bit;* q: ^$ F) R8 ~( n LPDIRECTDRAWSURFACE surf;1 F- i N$ P2 y# x 7 g2 W" K5 \) ], n' I8 ?8 O R& F9 \5 {+ P/ B/ J; |3 r! Z! g6 ` $ }4 P4 T5 b7 ?# i6 g4 W 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 " A4 [$ p3 W! @: u0 \/ W# N2 ` s8 A6 O. V+ g; Y, n9 x , F0 w l4 s3 e/ b; v7 y# I( E return NULL;4 J7 B! f$ s2 M P 4 H0 a- q$ ]% H0 x* w" w 4 I2 K1 O0 s, l6 v% r! P 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; # u5 O+ v9 v: w, n% K2 E' Q0 z' X2 h) Y" D# b3 @ 3 m5 B+ u: O4 ^" R: S Z& x5 O! j- F 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; % r& y- M8 e% N& ]6 W1 o" } 3 I' [) P7 p5 ]+ q/ N9 f0 e 4 `7 r3 w/ ~6 u) [. j2 i2 L# L- M. H2 A! A: G, ?/ g ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); ( a( ]8 B: T4 E x: W& _+ e3 B6 y' J2 q& o( q9 Q( F6 u 5 S, V5 L5 B& C3 b4 L" r if (ddrval!=DD_OK) { ( O1 y3 n& F P, h& f0 K7 Y, U8 b q, ~6 _) R ( u! e) Z9 _1 R; i! z/ n DeleteObject(bit);) `1 o; [2 }# \$ x& y2 A; @ return NULL; 2 _) ?7 U6 k, `/ G+ t3 ]& }8 b( |9 S: u* L5 T) f6 @: A+ S% d& K } else {' }/ }& v9 J. ^0 l ? , a+ R p$ @5 y! J % m( Z$ a9 Z: r0 ~ surf->GetDC(&hdc); % y: ~* T+ w- [ e# L' c & s5 l/ M* W2 T4 {1 Z# O/ @: j, p* _& Q# c6 ?5 J - ?+ m2 I3 S2 v0 }( _8 X HDC bit_dc=CreateCompatibleDC(hdc);. A0 T( `" Z) t% G# h6 k 8 w4 K6 l; S$ [. k0 Q - 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); - s1 o2 Y* i8 r+ T& F % s5 T/ q; n& l0 I 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 }! k% n0 H, |' M7 q* j5 a3 | : Y$ k& S V- S+ l ! X% [7 v5 k2 q' L6 B- @" f# T. J4 L6 F DeleteObject(bit); + M V, |& T6 T! X 8 X9 N5 U2 D8 o9 S, }0 |9 \ 1 E8 }# s' G$ E return surf;. o0 z- m) p" k; ` } " c+ h; ^: F, x. `+ j. W" d1 b( W G" C/ ~1 ?6 g$ j6 O/ U 4 l- C6 X3 B, I. E" { 3 Q: ?! d: q: A* p- Q% d3 E: ` DWORD DDColorMatch(IDirectDrawSurface *pdds, COLORREF rgb) //颜色匹配 ) b8 ~! _; c) R8 ~5 a0 L0 T{ % ?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; 5 s' k" a0 U4 G. }. o $ C' h4 R. Q! H. m* i2 i //1 F. f( s: H( ~6 B% k4 p // 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 }8 k( R3 f7 E: E9 d& I! ^ y 1 V) L* s7 @% Y //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 ;9 e) r5 D: M" G) @! j d! X1 ~ : 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); , a) S) H) O/ S7 W } 1 b' ?7 V9 s8 V) V 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 //! f; q$ s% |6 n0 @$ w$ R if (rgb != CLR_INVALID && pdds->GetDC(&hdc) == DD_OK) 0 B$ U7 z8 }/ F, J( V# ^ {8 h# @5 t4 y9 r% V* S SetPixel(hdc, 0, 0, rgbT); % R7 D% M% H$ k' ^ pdds->ReleaseDC(hdc);4 w: N$ \0 u& b7 X9 k }+ L% T# ~. K9 D) c 0 F& x$ b1 m9 Z9 a/ Q return dw; ~* p5 ~, o9 u}& y9 h& Z* }( d. c, J 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 {& U% g8 |& V7 v0 F DDCOLORKEY ddck;. \9 q2 Z0 G# w! f2 _1 P & R u) g* b2 ]* @7 U* v8 t) h5 s 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); 3 D% P% g. Y& w* q; `! G7 g: ^0 V}8 _& j( \: C0 ` : V0 l. a4 o+ M$ l ( x, E$ W( _1 ?4 k8 t H1 l, a' j \% l$ S$ P 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 0 ^1 \( N R# L# a
    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?
    ) N+ [7 Q: }" d
    4 b) ~' |; g# P2 X/ G% x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。
    2 b4 B5 ~; F. f. ^2 e0 y& U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:
    8 D' n- q( f2 G/ ~0 p9 g) z绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。

    2 |- m4 F, W* k: P* A' o+ p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
    9 M5 y1 v  U4 c7 t
    7 ?$ u1 h' F0 J7 P* U, 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

    该用户从未签到

    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:
    0 T% ]! U& d6 S& J7 A绝对原创。。。。。。void Delay(long time)   函数的功能就是用来延时的。。。。。。
    5 Z1 _& V% ^3 L; H2 G
    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。
    4 A# b! Y2 n8 H4 M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。7 h* }, v+ S' b( `2 A- F+ g9 j3 G
    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。
    1 A! z0 {$ [( D$ v3 `- q4 \3 {5 M1 N' i/ S9 T6 Y" L5 J2 `

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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
    / a- @& I! j$ ?另外好像是用mfc还是什么的,mfc总是把我盟在雇里: E! b' U) N1 F+ \7 a
    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

    该用户从未签到

    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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