isohex18_2.cpp

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/*****************************************************************************
IsoHex18_2.cpp
Ernest S. Pazera
31AUG2000
Start a WIN32 Application Workspace, add in this file
Requires the following libs:
ddraw.lib, dxguid.lib
Requires the following files:
DDFuncs.h.cpp, GDICanvas.h/cpp, IsoMouseMap.h/cpp,
IsoScroller.h/cpp, IsoTilePlotter.h/cpp, IsoTileWalker.h/cpp
TileSet.h/cpp. IsoHexCore.h, IsoHexDefs.h
IsoRenderer.h/cpp
*****************************************************************************/

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

#include <windows.h>  
#include "DDFuncs.h"
#include "TileSet.h"
#include "IsoHexCore.h"
#include "IsoRenderer.h"
 

//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX18"
//title of the application
#define WINDOWTITLE "IsoHex 18-2"

const int MAPWIDTH=200;
const int MAPHEIGHT=400;

//gamestates
const int GS_IDLE=0;//waits for a keypress
const int GS_STARTMOVE=1;//sets up the move
const int GS_DOMOVE=2;//carries out the move
const int GS_DONEMOVE=3;//finishes the move

//////////////////////////////////////////////////////////////////////////////
//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

//game state
int iGameState=GS_IDLE;

//directdraw
LPDIRECTDRAW7 lpdd=NULL;
LPDIRECTDRAWSURFACE7 lpddsMain=NULL;
LPDIRECTDRAWSURFACE7 lpddsBack=NULL;
LPDIRECTDRAWSURFACE7 lpddsFrame=NULL;

//tilesets
CTileSet tsBack;//background
CTileSet tsTree;//tree foreground
CTileSet tsUnit;//unit

//isohexcore components
CTilePlotter TilePlotter;//plotter
CTileWalker TileWalker;//walker
CScroller Scroller;//scroller
CMouseMap MouseMap;//mousemap
CRenderer Renderer;//renderer

POINT ptScroll;//keep track of how quickly we scroll

//keep track of unit location
POINT ptUnit;//current position of the unit
POINT ptUnitOld;//last position of the unit
ISODIRECTION idMoveUnit;//direction of movement
//unit offset
POINT ptUnitOffset;
int iUnitFrame=0;

//map location structure
struct MapLocation
{
	bool bTree;//false=no tree; true=tree
	bool bUnit;//false=no unit; true=unit;
};

MapLocation mlMap[MAPWIDTH][MAPHEIGHT];//map array

//rendering functionprototype
void RenderFunc(LPDIRECTDRAWSURFACE7 lpddsDst,RECT* rcClip,int xDst,int yDst,int xMap,int yMap);

//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	//which message did we get?
	switch(uMsg)
	{
	case WM_KEYDOWN:
		{
			switch(wParam)
			{
			case VK_ESCAPE:
				{
					DestroyWindow(hWndMain);
					return(0);
				}break;
			case VK_NUMPAD1:
				{
					if(iGameState==GS_IDLE)
					{
						idMoveUnit=ISO_SOUTHWEST;
						iGameState=GS_STARTMOVE;
					}
				}break;
			case VK_NUMPAD2:
				{
					if(iGameState==GS_IDLE)
					{
						idMoveUnit=ISO_SOUTH;
						iGameState=GS_STARTMOVE;
					}
				}break;
			case VK_NUMPAD3:
				{
					if(iGameState==GS_IDLE)
					{
						idMoveUnit=ISO_SOUTHEAST;
						iGameState=GS_STARTMOVE;
					}
				}break;
			case VK_NUMPAD4:
				{
					if(iGameState==GS_IDLE)
					{
						idMoveUnit=ISO_WEST;
						iGameState=GS_STARTMOVE;
					}
				}break;
			case VK_NUMPAD6:
				{
					if(iGameState==GS_IDLE)
					{
						idMoveUnit=ISO_EAST;
						iGameState=GS_STARTMOVE;
					}
				}break;
			case VK_NUMPAD7:
				{
					if(iGameState==GS_IDLE)
					{
						idMoveUnit=ISO_NORTHWEST;
						iGameState=GS_STARTMOVE;
					}
				}break;
			case VK_NUMPAD8:
				{
					if(iGameState==GS_IDLE)
					{
						idMoveUnit=ISO_NORTH;
						iGameState=GS_STARTMOVE;
					}
				}break;
			case VK_NUMPAD9:
				{
					if(iGameState==GS_IDLE)
					{
						idMoveUnit=ISO_NORTHEAST;
						iGameState=GS_STARTMOVE;
					}
				}break;
			}
		}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 IDirectDraw object
	lpdd=LPDD_Create(hWndMain,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT);

	//set display mode
	lpdd->SetDisplayMode(640,480,16,0,0);

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

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

	//create the frame buffer
	lpddsFrame=LPDDS_CreateOffscreen(lpdd,640,480);

	//load in the mousemap
	MouseMap.Load("MouseMap.bmp");

	//set up the tile plotter
	TilePlotter.SetMapType(ISOMAP_DIAMOND);//diamond mode
	TilePlotter.SetTileSize(MouseMap.GetWidth(),MouseMap.GetHeight());//grab width and height from mousemap

	//set up tile walker to diamond mode
	TileWalker.SetMapType(ISOMAP_DIAMOND);

	//set up screeen space
	RECT rcTemp;
	SetRect(&rcTemp,0,0,640,480);
	Scroller.SetScreenSpace(&rcTemp);

	//load in tiles and cursor
	tsBack.Load(lpdd,"backgroundts.bmp");
	tsTree.Load(lpdd,"treets.bmp");

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