isohex10_2.cpp

来自「一個遊戲教程」· C++ 代码 · 共 335 行

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/*****************************************************************************
IsoHex10_2.cpp
Ernest S. Pazera
30JUN2000
Start a WIN32 Application Workspace, add in this file
Needs ddraw.lib and dxguid.lib
Needs GDICanvas.h/cpp
Needs DDFuncs.h/cpp
Art by Ari Feldman
*****************************************************************************/

//////////////////////////////////////////////////////////////////////////////
//INCLUDES
//////////////////////////////////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN  

#include <windows.h>
#include "GDICanvas.h"
#include "ddraw.h"
#include "DDFuncs.h"
#include "TileSet.h"
   
//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX10"
//title of the application
#define WINDOWTITLE "IsoHex 10-2, with art by Ari Feldman"

//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up

//////////////////////////////////////////////////////////////////////////////
//GLOBALS
//////////////////////////////////////////////////////////////////////////////
HINSTANCE hInstMain=NULL;//main application handle
HWND hWndMain=NULL;//handle to our main window

//directdraw
LPDIRECTDRAW7 lpdd=NULL;
LPDIRECTDRAWSURFACE7 lpddsMain=NULL;
LPDIRECTDRAWSURFACE7 lpddsBack=NULL;
LPDIRECTDRAWCLIPPER lpddclip=NULL;
CTileSet tsCaveMan[2];
DWORD dwCaveManFrame=0;
DWORD dwCaveManFace=0;//0==right, 1==left
DWORD dwCaveManPosition=400;
bool MoveLeft=false;
bool MoveRight=false;

//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	//which message did we get?
	switch(uMsg)
	{
	case WM_KEYDOWN:
		{
			//on escape, destroy main window
			if(wParam==VK_ESCAPE)
			{
				DestroyWindow(hWndMain);
			}

			//movement keys
			if(wParam==VK_LEFT)
			{
				MoveLeft=true;
			}
			if(wParam==VK_RIGHT)
			{
				MoveRight=true;
			}

			return(0);//handled
		}break;
	case WM_KEYUP:
		{
			//movement keys
			if(wParam==VK_LEFT)
			{
				MoveLeft=false;
			}
			if(wParam==VK_RIGHT)
			{
				MoveRight=false;
			}
			return(0);//handled
		}break;
	case WM_DESTROY://the window is being destroyed
		{

			//tell the application we are quitting
			PostQuitMessage(0);

			//handled message, so return 0
			return(0);

		}break;
	case WM_PAINT://the window needs repainting
		{
			//a variable needed for painting information
			PAINTSTRUCT ps;
			
			//start painting
			HDC hdc=BeginPaint(hwnd,&ps);

			/////////////////////////////
			//painting code would go here
			/////////////////////////////

			//end painting
			EndPaint(hwnd,&ps);
						
			//handled message, so return 0
			return(0);
		}break;
	}

	//pass along any other message to default message handler
	return(DefWindowProc(hwnd,uMsg,wParam,lParam));
}


//////////////////////////////////////////////////////////////////////////////
//WINMAIN
//////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
	//assign instance to global variable
	hInstMain=hInstance;

	//create window class
	WNDCLASSEX wcx;

	//set the size of the structure
	wcx.cbSize=sizeof(WNDCLASSEX);

	//class style
	wcx.style=CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;

	//window procedure
	wcx.lpfnWndProc=TheWindowProc;

	//class extra
	wcx.cbClsExtra=0;

	//window extra
	wcx.cbWndExtra=0;

	//application handle
	wcx.hInstance=hInstMain;

	//icon
	wcx.hIcon=LoadIcon(NULL,IDI_APPLICATION);

	//cursor
	wcx.hCursor=LoadCursor(NULL,IDC_ARROW);

	//background color
	wcx.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH);

	//menu
	wcx.lpszMenuName=NULL;

	//class name
	wcx.lpszClassName=WINDOWCLASS;

	//small icon
	wcx.hIconSm=NULL;

	//register the window class, return 0 if not successful
	if(!RegisterClassEx(&wcx)) return(0);

	//create main window
	hWndMain=CreateWindowEx(0,WINDOWCLASS,WINDOWTITLE, WS_POPUP | WS_VISIBLE,0,0,320,240,NULL,NULL,hInstMain,NULL);

	//error check
	if(!hWndMain) return(0);

	//if program initialization failed, then return with 0
	if(!Prog_Init()) return(0);

	//message structure
	MSG msg;

	//message pump
	for(;;)	
	{
		//look for a message
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
		{
			//there is a message

			//check that we arent quitting
			if(msg.message==WM_QUIT) break;
			
			//translate message
			TranslateMessage(&msg);

			//dispatch message
			DispatchMessage(&msg);
		}

		//run main game loop
		Prog_Loop();
	}
	
	//clean up program data
	Prog_Done();

	//return the wparam from the WM_QUIT message
	return(msg.wParam);
}

//////////////////////////////////////////////////////////////////////////////
//INITIALIZATION
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init()
{
	//create IDirectDraw7
	lpdd=LPDD_Create(hWndMain,DDSCL_FULLSCREEN | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT);

	//set display mode
	lpdd->SetDisplayMode(800,600,16,0,0);

	//create primary surface
	lpddsMain=LPDDS_CreatePrimary(lpdd,1);

	//get back buffer
	lpddsBack=LPDDS_GetSecondary(lpddsMain);

	//clear out back buffer
	DDBLTFX ddbltfx;
	DDBLTFX_ColorFill(&ddbltfx,0);
	lpddsBack->Blt(NULL,NULL,NULL,DDBLT_WAIT | DDBLT_COLORFILL,&ddbltfx);

	//create clipper
	HRGN hrgn=CreateRectRgn(0,0,800,600);
	lpddclip=LPDDCLIP_Create(lpdd,hrgn);
	DeleteObject(hrgn);

	//attach clipper to back buffer
	lpddsBack->SetClipper(lpddclip);

	//load in tilesets
	tsCaveMan[0].Load(lpdd,"IsoHex10_2-1.bmp");
	tsCaveMan[1].Load(lpdd,"IsoHex10_2-2.bmp");


	return(true);//return success
}

//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
	//release clipper
	LPDDCLIP_Release(&lpddclip);

	//destroy primary surface
	LPDDS_Release(&lpddsMain);

	//destroy IDirectDraw7
	LPDD_Release(&lpdd);
}

//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
	//start timer
	DWORD dwTimeStart=GetTickCount();

	//clear out back buffer
	DDBLTFX ddbltfx;
	DDBLTFX_ColorFill(&ddbltfx,0);
	lpddsBack->Blt(NULL,NULL,NULL,DDBLT_WAIT | DDBLT_COLORFILL,&ddbltfx);

	//put tile
	tsCaveMan[dwCaveManFace].PutTile(lpddsBack,dwCaveManPosition,300,dwCaveManFrame);

	//move
	if(MoveLeft^MoveRight)
	{
		if(MoveLeft)
		{
			//moving left
			dwCaveManFace=1;

			//update position
			dwCaveManPosition+=796;
			dwCaveManPosition%=800;

			//update animation frame
			dwCaveManFrame+=1;
			dwCaveManFrame%=7;
		}
		else
		{
			//moving right
			dwCaveManFace=0;

			//update position
			dwCaveManPosition+=4;
			dwCaveManPosition%=800;

			//update animation frame
			dwCaveManFrame+=1;
			dwCaveManFrame%=7;
		}
	}
	else
	{
		//standing
		dwCaveManFrame=7;
	}

	//flip
	lpddsMain->Flip(NULL,DDFLIP_WAIT);

	//lock to 15 FPS
	while(GetTickCount()-dwTimeStart<66);
}

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