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📄 mygame.cpp

📁 基于C++的RPG小游戏
💻 CPP
📖 第 1 页 / 共 5 页
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// mygame.cpp : 定义应用程序的入口点。
//

#include "stdafx.h"
#include "mygame.h"
#define MAX_LOADSTRING 100
bool g_bActive = true;

Cpplayer player1;
xg rl;
boss b;
LP_BITMAPX ppp=NULL;
LP_BITMAPX pxgw=NULL;
LP_BITMAPX bg[7];
LP_BITMAPX bull[10];
LP_BITMAPX enemy[12];
LP_BITMAPX boom[11];
LP_BITMAPX pbouns[3];
LP_BITMAPX health;
LP_BITMAPX pboss;


LP_MUSIC_SEGMENT	mhit		= NULL;
LP_MUSIC_SEGMENT	mboom1		= NULL;
LP_MUSIC_SEGMENT	mboom2		= NULL;
LP_MUSIC_SEGMENT	mboom3		= NULL;
LP_MUSIC_SEGMENT	mboom4		= NULL;
LP_MUSIC_SEGMENT	mbul1		= NULL;
LP_MUSIC_SEGMENT	mbul2   	= NULL;
LP_MUSIC_SEGMENT	mbul3		= NULL;

RECT bkgr1;
RECT bkgr2;

long SystemMessage()
{
	MSG msg;
/*	if( GetAsyncKeyState(VK_ESCAPE) )
	{
		Release();
	}
	if( GetAsyncKeyState(VK_F1) )
	{
		if( g_bIsDebug )
			g_bIsDebug = false;
		else
			g_bIsDebug = true;
	}
*/

	if(g_pKeyboard != NULL)
		g_pKeyboard->RecieveKeyboardInput();	// 获得键盘数据

	if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
	{
		if( GetMessage( &msg, NULL, 0, 0 ) )
		{
			TranslateMessage( &msg );
			DispatchMessage( &msg );
		}
		else
		{
			Game_Down();
			return 1;
		}
	}

	return 0;
}


int Game_Init(void)
{
	GetMusic()->SetBGMode( TYPE_MIDI );
	GetMusic()->SetBGRepeats( -1 );
	GetMusic()->LoadBG( "music\\bkg.mid" );
	GetMusic()->PlayBG( );
	GetMusic()->CreateSegmentFromFile( &mhit, "music\\HIT.wav" );
	GetMusic()->CreateSegmentFromFile( &mboom1, "music\\BOOM1.wav" );
	GetMusic()->CreateSegmentFromFile( &mboom2, "music\\BOOM2.wav" );
	GetMusic()->CreateSegmentFromFile( &mboom3, "music\\BOOM3.wav" );
	GetMusic()->CreateSegmentFromFile( &mboom4, "music\\BOOM4.wav" );	
	GetMusic()->CreateSegmentFromFile( &mbul1, "music\\redb.wav" );
	GetMusic()->CreateSegmentFromFile( &mbul2, "music\\blueb.wav" );
	GetMusic()->CreateSegmentFromFile( &mbul3, "music\\yellowb.wav" );
	planeenemy.clear();
	vxg.clear();
	vbouns.clear();
	pub.clear();
	rl.xgPos.x  =66;
	rl.xgPos .y =226;
	ppp=GetGraphics()->CreateBitmapFromBMP("bmp\\player3.bmp");
	ppp->SetColorKey (RGB2Hi(0,0,0));
	pxgw=GetGraphics()->CreateBitmapFromBMP("bmp\\shd8.bmp");
	pxgw->SetColorKey (RGB2Hi(0,0,0));
	bull[0]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd1.bmp");
	bull[0]->SetColorKey (RGB2Hi(0,0,0));
	bull[1]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd2.bmp");
	bull[1]->SetColorKey (RGB2Hi(0,0,0));
	bull[2]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd3.bmp");
	bull[2]->SetColorKey (RGB2Hi(0,0,0));
	bull[3]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd4.bmp");
	bull[3]->SetColorKey (RGB2Hi(0,0,0));
	bull[4]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd5.bmp");
	bull[4]->SetColorKey (RGB2Hi(0,0,0));
	bull[5]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd5.bmp");
	bull[5]->SetColorKey (RGB2Hi(0,0,0));
	bull[6]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd6.bmp");
	bull[6]->SetColorKey (RGB2Hi(0,0,0));
	bull[7]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd7.bmp");
	bull[7]->SetColorKey (RGB2Hi(0,0,0));
	bull[8]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd8.bmp");
	bull[8]->SetColorKey (RGB2Hi(0,0,0));
	bull[9]=GetGraphics()->CreateBitmapFromBMP("bmp\\zd9.bmp");
	bull[9]->SetColorKey (RGB2Hi(0,0,0));
	enemy[0]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy0.bmp");
	enemy[0]->SetColorKey (RGB2Hi(0,0,0));
	enemy[1]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy1.bmp");
	enemy[1]->SetColorKey (RGB2Hi(0,0,0));
	enemy[2]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy2.bmp");
	enemy[2]->SetColorKey (RGB2Hi(0,0,0));
	enemy[3]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy3.bmp");
	enemy[3]->SetColorKey (RGB2Hi(0,0,0));
	enemy[4]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy4.bmp");
	enemy[4]->SetColorKey (RGB2Hi(0,0,0));
	enemy[5]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy5.bmp");
	enemy[5]->SetColorKey (RGB2Hi(0,0,0));
	enemy[6]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy6.bmp");
	enemy[6]->SetColorKey (RGB2Hi(0,0,0));
	enemy[7]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy7.bmp");
	enemy[7]->SetColorKey (RGB2Hi(0,0,0));
	enemy[8]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy8.bmp");
	enemy[8]->SetColorKey (RGB2Hi(0,0,0));
	enemy[9]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy9.bmp");
	enemy[9]->SetColorKey (RGB2Hi(0,0,0));
	enemy[10]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy10.bmp");
	enemy[10]->SetColorKey (RGB2Hi(0,0,0));
	enemy[11]=GetGraphics()->CreateBitmapFromBMP("bmp\\enemy11.bmp");
	enemy[11]->SetColorKey (RGB2Hi(0,0,0));
	boom[0]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb0.bmp");
	boom[0]->SetColorKey (RGB2Hi(0,0,0));
	boom[1]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb1.bmp");
	boom[1]->SetColorKey (RGB2Hi(0,0,0));
	boom[2]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb2.bmp");
	boom[2]->SetColorKey (RGB2Hi(0,0,0));
	boom[3]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb3.bmp");
	boom[3]->SetColorKey (RGB2Hi(0,0,0));
	boom[4]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb4.bmp");
	boom[4]->SetColorKey (RGB2Hi(0,0,0));
	boom[5]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb5.bmp");
	boom[5]->SetColorKey (RGB2Hi(0,0,0));
	boom[6]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb6.bmp");
	boom[6]->SetColorKey (RGB2Hi(0,0,0));
	boom[7]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb7.bmp");
	boom[7]->SetColorKey (RGB2Hi(0,0,0));
	boom[8]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb8.bmp");
	boom[8]->SetColorKey (RGB2Hi(0,0,0));
	boom[9]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb9.bmp");
	boom[9]->SetColorKey (RGB2Hi(0,0,0));
	boom[10]=GetGraphics()->CreateBitmapFromBMP("bmp\\bomb10.bmp");
	boom[10]->SetColorKey (RGB2Hi(0,0,0));
	pbouns[1]=GetGraphics()->CreateBitmapFromBMP("bmp\\bouns0.bmp");
	pbouns[1]->SetColorKey (RGB2Hi(0,0,0));
	pbouns[0]=GetGraphics()->CreateBitmapFromBMP("bmp\\bouns1.bmp");
	pbouns[0]->SetColorKey (RGB2Hi(0,0,0));
	pbouns[2]=GetGraphics()->CreateBitmapFromBMP("bmp\\bouns2.bmp");
	pbouns[2]->SetColorKey (RGB2Hi(0,0,0));
	health=GetGraphics()->CreateBitmapFromBMP("bmp\\health.bmp");
	pboss=GetGraphics()->CreateBitmapFromBMP("bmp\\boss.bmp");
	pboss->SetColorKey (RGB2Hi(0,0,0));
	bg[0]=GetGraphics()->CreateBitmapFromBMP("bmp\\back1-1.bmp");
	bg[1]=GetGraphics()->CreateBitmapFromBMP("bmp\\back1-2.bmp");
	bg[2]=GetGraphics()->CreateBitmapFromBMP("bmp\\back1-3.bmp");
	bg[3]=GetGraphics()->CreateBitmapFromBMP("bmp\\back1-4.bmp");
	bg[4]=GetGraphics()->CreateBitmapFromBMP("bmp\\back1-5.bmp");
	bg[5]=GetGraphics()->CreateBitmapFromBMP("bmp\\back1-6.bmp");
	bg[6]=GetGraphics()->CreateBitmapFromBMP("bmp\\back1-7.bmp");
	return 1;
}
int Game_Main(void)
{
	long enemyidx=0;
	vector<bullet>::iterator itbul;
	vector<Cpenemy>::iterator itpen;
	vector<bouns>::iterator itbouns;
	vector<xg>::iterator itxg;


	while ( 1 ) 
	{
	static float bkgm=0;
	static int bkgidx=-1;
	static int bkgg=0;
	static int put=0,puta,putb;
	int drl=0;
	SystemMessage();
	if (put)
	{
	put=0;
	Cpenemy tpem(45,39,0,puta,putb,3,11,0,0,29,4,150);
	planeenemy.push_back(tpem);
	Cpenemy tpem1(45,39,0,puta,putb,4,11,0,0,29,4,150);
	planeenemy.push_back(tpem1);	
	Cpenemy tpem2(45,39,0,puta,putb,5,11,0,0,29,4,150);
	planeenemy.push_back(tpem2);
	}

	if (g_bActive){}else {Sleep(1);break;}



	if (GetKeyboard()->GetCurrentStatus(DIK_DOWN)&&GetKeyboard()->GetCurrentStatus(DIK_LEFT)) 
	{
	player1.playerstate =P_STATE_MOVE;
	player1.movestate =MOVE_STATE_DOWN;
	player1.pmovdir =1;
	player1.PPos .y +=2;
	player1.PPos .x -=2;
	rl.xgPos .x-=2;
	rl.xgPos .y+=2;

	if (player1.pmovidx <16) player1.pmovidx +=player1.pmovdir ;
    }
	else if (GetKeyboard()->GetCurrentStatus(DIK_DOWN)&&GetKeyboard()->GetCurrentStatus(DIK_RIGHT)) 
	{
	rl.index ++;
	if (rl.index>4)rl.index=0;
	drl=1;
	player1.playerstate =P_STATE_MOVE;
	player1.movestate =MOVE_STATE_DOWN+MOVE_STATE_RIGHT;
	player1.pmovdir =1;
	player1.PPos .y +=2;
	player1.PPos .x +=2;
	rl.xgPos .x+=2;
	rl.xgPos .y+=2;

	if (player1.pmovidx <16)player1.pmovidx +=player1.pmovdir ;
	}
	else if (GetKeyboard()->GetCurrentStatus(DIK_UP)&&GetKeyboard()->GetCurrentStatus(DIK_LEFT)) 
	{
	player1.playerstate =P_STATE_MOVE;
	player1.movestate =MOVE_STATE_UP;
	player1.pmovdir =-1;
	player1.PPos .y -=2;
	player1.PPos .x -=2;
	rl.xgPos .x-=2;
	rl.xgPos .y-=2;

	if (player1.pmovidx >=1) player1.pmovidx +=player1.pmovdir ;
	}
	else if (GetKeyboard()->GetCurrentStatus(DIK_UP)&&GetKeyboard()->GetCurrentStatus(DIK_RIGHT)) 
	{
	rl.index++;
	if (rl.index>4)rl.index=0;
	drl=1;

	player1.playerstate =P_STATE_MOVE;
	player1.movestate =MOVE_STATE_UP+MOVE_STATE_RIGHT;
	player1.pmovdir =-1;
	player1.PPos .y -=2;
	player1.PPos .x +=2;
	rl.xgPos .x+=2;
	rl.xgPos .y-=2;

	if (player1.pmovidx >=1) player1.pmovidx +=player1.pmovdir ;
	}
	else if (GetKeyboard()->GetCurrentStatus(DIK_RIGHT)) 
	{
	rl.index++;
	if (rl.index>4)rl.index=0;
	drl=1;
	player1.playerstate =P_STATE_MOVE;
	player1.movestate =MOVE_STATE_RIGHT;
	player1.PPos .x +=5;
	rl.xgPos .x+=5;
	}
	else if (GetKeyboard()->GetCurrentStatus(DIK_LEFT)) 
	{
	player1.playerstate =P_STATE_MOVE;
	player1.PPos .x -=5;
	rl.xgPos .x-=5;

	}
	else if (GetKeyboard()->GetCurrentStatus(DIK_UP)) 
	{	
	player1.playerstate =P_STATE_MOVE;
	player1.movestate =MOVE_STATE_UP;
	player1.pmovdir =-1;
	player1.PPos .y -=5;
	rl.xgPos .y-=5;
	if (player1.pmovidx >=1) player1.pmovidx +=player1.pmovdir ;
	}
	else if (GetKeyboard()->GetCurrentStatus(DIK_DOWN)) 
	{
	player1.playerstate =P_STATE_MOVE;
	player1.movestate =MOVE_STATE_DOWN;
	player1.pmovdir =1;
	player1.PPos .y +=5;
	rl.xgPos .y+=5;

	if (player1.pmovidx <16) player1.pmovidx +=player1.pmovdir ;
	}
	else
	{
	if (player1.pmovidx <8)  player1.pmovdir =1;
	else if (player1.pmovidx >8)  player1.pmovdir =-1;
	else if (player1.pmovidx =8)  player1.pmovdir =0;
	player1.pmovidx +=player1.pmovdir ;
	}
	player1.movestate =0;

	while (player1.PPos.x<=0){player1.PPos.x+=5;rl.xgPos.x+=5;}
	while (player1.PPos.y<=0){player1.PPos.y+=5;rl.xgPos.y+=5;}
	while (player1.PPos.x>=640){player1.PPos.x-=5;rl.xgPos.x-=5;}
	while (player1.PPos.y>=480){player1.PPos.y-=5;rl.xgPos.y-=5;}
	if(GetKeyboard()->GetCurrentStatus(DIK_A))
	{
		static int i=0;

		if (player1.bulltp==0)
		{
			if (i==8)
			{
				mbul2->Play();
				i=0;
			}
			i++;
			if (player1.bullpw==0)
			{
			bullet bul(32,8,0,player1.PPos .x+18,player1.PPos .y+15,player1.bulltp,0,0,player1.bullpw);
			player1.zd .push_back (bul);
			}
			if (player1.bullpw==1)
			{
			bullet bul(32,8,0,player1.PPos .x+18,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
			player1.zd .push_back (bul);
			}
			if (player1.bullpw==2)
			{
				bullet bul(32,8,0,player1.PPos .x+18,player1.PPos .y+5,player1.bulltp,0,0,player1.bullpw);
				bullet bul1(32,8,0,player1.PPos .x+18,player1.PPos .y+25,player1.bulltp,0,0,player1.bullpw);
				player1.zd .push_back (bul);
				player1.zd .push_back (bul1);
			}
			if (player1.bullpw==3)
			{
				bullet bul(32,8,0,player1.PPos .x+18,player1.PPos .y+5,player1.bulltp,0,0,player1.bullpw);
				bullet bul1(32,8,0,player1.PPos .x+18,player1.PPos .y+25,player1.bulltp,0,0,player1.bullpw);
				player1.zd .push_back (bul);
				player1.zd .push_back (bul1);
			}
		}
		if (player1.bulltp==1)
		{
			
			if (i==8)
			{
			mbul1->Play();
			i=0;
			if (player1.bullpw==0)
			{
				bullet bul(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				player1.zd .push_back (bul);
			}
			if (player1.bullpw==1)
			{
				bullet bul(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				bullet bul1(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				bullet bul2(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				player1.zd .push_back (bul);
				player1.zd .push_back (bul1);
				player1.zd .push_back (bul2);
			}
			if (player1.bullpw==2)
			{
				bullet bul(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				bullet bul1(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				bullet bul2(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				player1.zd .push_back (bul);
				player1.zd .push_back (bul1);
				player1.zd .push_back (bul2);
			}
			if (player1.bullpw==3)
			{
				bullet bul(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				bullet bul1(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				bullet bul2(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				bullet bul3(16,16,0,player1.PPos .x+34,player1.PPos .y+11,player1.bulltp,0,0,player1.bullpw);
				player1.zd .push_back (bul);
				player1.zd .push_back (bul1);
				player1.zd .push_back (bul2);
				player1.zd .push_back (bul3);
			}
			}
			i++;
		}
		if (player1.bulltp==2)
		{
			
			if (i==4)
			{
				mbul3->Play();
				i=0;
				if (player1.bullpw==0)
				{
					bullet bul(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					player1.zd .push_back (bul);
				}
				if (player1.bullpw==1)
				{
					bullet bul(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					bullet bul1(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					bullet bul2(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					player1.zd .push_back (bul);
					player1.zd .push_back (bul1);
					player1.zd .push_back (bul2);
				}
				if (player1.bullpw==2)
				{
					bullet bul(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					bullet bul1(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					bullet bul2(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					bullet bul3(40,40,0,player1.PPos .x+40,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					player1.zd .push_back (bul);
					player1.zd .push_back (bul1);
					player1.zd .push_back (bul2);
					player1.zd .push_back (bul3);
				}
				if (player1.bullpw==3)
				{
					bullet bul(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					bullet bul1(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					bullet bul2(40,40,0,player1.PPos .x+10,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					bullet bul3(40,40,0,player1.PPos .x+40,player1.PPos .y-2,player1.bulltp,0,4,player1.bullpw,player1.PPos.x,player1.PPos.y);
					player1.zd .push_back (bul);
					player1.zd .push_back (bul1);
					player1.zd .push_back (bul2);
					player1.zd .push_back (bul3);
				}
			}
			i++;
		}
	}
	if(GetKeyboard()->GetCurrentStatus(DIK_S))
	{
		static int i=0;
		if (i==5)
		{
		i=0;
		if (player1.boom>0)
		{
		mboom1->Play();
		mboom2->Play();
		mboom3->Play();
		mboom4->Play();
		planeenemy.clear();
		vxg.clear();
		player1.zd.clear();
		pub.clear();
		player1.boom--;
		xg xg1(100,90,45,34,11,6,0);
		xg xg2(100,90,26,56,11,6,0);
		xg xg3(100,90,134,112,11,6,0);
		xg xg4(100,90,456,78,11,6,0);
		xg xg5(80,95,234,167,8,6,1);
		xg xg6(80,95,502,178,8,6,1);
		xg xg7(80,95,333,213,8,6,1);
		xg xg8(65,75,287,245,12,6,2);
		xg xg9(65,75,607,285,12,6,2);
		xg xg10(65,75,302,300,12,6,2);
		xg xg11(54,50,555,312,10,10,3);
		xg xg12(54,50,178,335,10,10,3);
		xg xg13(40,42,325,378,16,16,4);
		xg xg14(40,42,599,412,16,16,4);
		xg xg15(48,48,11,399,11,11,5);
		xg xg16(48,48,478,444,11,11,5);
		xg xg17(48,32,315,467,16,8,6);
		xg xg18(48,32,218,121,16,8,6);
		xg xg19(48,32,543,199,16,8,6);
		xg xg20(80,95,400,100,8,6,1);
		xg xg21(80,95,415,123,8,6,1);
		xg xg22(80,95,98,178,8,6,1);

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