isohex10_2.cpp
来自「一個遊戲教程」· C++ 代码 · 共 335 行
CPP
335 行
/*****************************************************************************
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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