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📄 demo9_1.cpp

📁 windows游戏编程大师源代码
💻 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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