📄 demo9_1.cpp
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for (int direction = 0; direction < 8; direction++)
{
// build up file name
sprintf(filename,"SKELSP%d.BMP",direction);
// load in new bitmap file
Load_Bitmap_File(&bitmap8bit,filename);
Load_Frame_BOB(&skelaton,&bitmap8bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL);
// unload the bitmap file
Unload_Bitmap_File(&bitmap8bit);
// set the animation sequences for skelaton
Load_Animation_BOB(&skelaton,direction,4,skelaton_anims[direction]);
} // end for direction
// set up stating state of skelaton
Set_Animation_BOB(&skelaton, 0);
Set_Anim_Speed_BOB(&skelaton, 4);
Set_Vel_BOB(&skelaton, 0,0);
Set_Pos_BOB(&skelaton, 0, 128);
// set clipping rectangle to screen extents so mouse cursor
// doens't mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);
// hide the mouse
ShowCursor(FALSE);
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms, int num_parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// kill the reactor
Destroy_Bitmap(&reactor);
// kill skelaton
Destroy_BOB(&skelaton);
// release keyboard
lpdikey->Unacquire();
lpdikey->Release();
lpdi->Release();
// shutdonw directdraw
DDraw_Shutdown();
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int Game_Main(void *parms, int num_parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index; // looping var
int dx,dy; // general deltas used in collision detection
static int player_moving = 0; // tracks player motion
static PALETTEENTRY glow = {0,0,0,PC_NOCOLLAPSE}; // used to animation red border
static int glow_count = 0, glow_dx = 5;
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// lock the back buffer
DDraw_Lock_Back_Surface();
// draw the background reactor image
Draw_Bitmap(&reactor, back_buffer, back_lpitch, 0);
// unlock the back buffer
DDraw_Unlock_Back_Surface();
// get player input
// get the keyboard data
lpdikey->GetDeviceState(256, (LPVOID)keyboard_state);
// reset motion flag
player_moving = 0;
// test direction of motion, this is a good example of testing the keyboard
// although the code could be optimized this is more educational
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP])
{
// move skelaton
skelaton.x+=2;
skelaton.y-=2;
dx=2; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NEAST)
Set_Animation_BOB(&skelaton,SKELATON_NEAST);
} // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP])
{
// move skelaton
skelaton.x-=2;
skelaton.y-=2;
dx=-2; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NWEST)
Set_Animation_BOB(&skelaton,SKELATON_NWEST);
} // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.x-=2;
skelaton.y+=2;
dx=-2; dy=2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SWEST)
Set_Animation_BOB(&skelaton,SKELATON_SWEST);
} // end if
else
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.x+=2;
skelaton.y+=2;
dx=2; dy=2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SEAST)
Set_Animation_BOB(&skelaton,SKELATON_SEAST);
} // end if
else
if (keyboard_state[DIK_RIGHT])
{
// move skelaton
skelaton.x+=2;
dx=2; dy=0;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_EAST)
Set_Animation_BOB(&skelaton,SKELATON_EAST);
} // end if
else
if (keyboard_state[DIK_LEFT])
{
// move skelaton
skelaton.x-=2;
dx=-2; dy=0;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_WEST)
Set_Animation_BOB(&skelaton,SKELATON_WEST);
} // end if
else
if (keyboard_state[DIK_UP])
{
// move skelaton
skelaton.y-=2;
dx=0; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NORTH)
Set_Animation_BOB(&skelaton,SKELATON_NORTH);
} // end if
else
if (keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.y+=2;
dx=0; dy=+2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SOUTH)
Set_Animation_BOB(&skelaton,SKELATON_SOUTH);
} // end if
// only animate if player is moving
if (player_moving)
{
// animate skelaton
Animate_BOB(&skelaton);
// see if skelaton hit a wall
// lock surface, so we can scan it
DDraw_Lock_Back_Surface();
// call the color scanner with WALL_ANIMATION_COLOR, the color of the glowing wall
// try to center the scan in the center of the object to make it
// more realistic
if (Color_Scan(skelaton.x+16, skelaton.y+16,
skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16,
WALL_ANIMATION_COLOR, WALL_ANIMATION_COLOR, back_buffer,back_lpitch))
{
// back the skelaton up along its last trajectory
skelaton.x-=dx;
skelaton.y-=dy;
} // end if
// done, so unlock
DDraw_Unlock_Back_Surface();
// check if skelaton is off screen
if (skelaton.x < 0 || skelaton.x > (screen_width - skelaton.width))
skelaton.x-=dx;
if (skelaton.y < 0 || skelaton.y > (screen_height - skelaton.height))
skelaton.y-=dy;
} // end if
// draw the skelaton
Draw_BOB(&skelaton, lpddsback);
// animate color
glow.peGreen+=glow_dx;
// test boundary
if (glow.peGreen == 0 || glow.peGreen == 255)
glow_dx = -glow_dx;
Set_Palette_Entry(WALL_ANIMATION_COLOR, &glow);
// draw some text
Draw_Text_GDI("I STILL HAVE A BONE TO PICK!",0,screen_height - 32,WALL_ANIMATION_COLOR,lpddsback);
Draw_Text_GDI("USE ARROW KEYS TO MOVE, <ESC> TO EXIT.",0,0,RGB(32,32,32),lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 fps
Wait_Clock(30);
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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