📄 frame.cpp
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palette[0].peRed = 0;
palette[0].peGreen = 0;
palette[0].peBlue = 0;
palette[0].peFlags = PC_NOCOLLAPSE;
palette[255].peRed = 255;
palette[255].peGreen = 255;
palette[255].peBlue = 255;
palette[255].peFlags = PC_NOCOLLAPSE;
// create the palette object
if (FAILED(lpdd->CreatePalette(DDPCAPS_8BIT | DDPCAPS_ALLOW256 |
DDPCAPS_INITIALIZE,
palette,&lpddpal, NULL)))
return(0);
// finally attach the palette to the primary surface
if (FAILED(lpddsprimary->SetPalette(lpddpal)))
return(0);
// set clipper up on back buffer since that's where well clip
RECT screen_rect= {0,0,SCREEN_WIDTH-1,SCREEN_HEIGHT-1};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);
// load the 8-bit image
if (!Load_Bitmap_File(&bitmap[0],"resource\\hot.bmp"))
return(0);
if (!Load_Bitmap_File(&bitmap[1],"resource\\alley8.bmp"))
return(0);
// load it's palette into directdraw
if (FAILED(lpddpal->SetEntries(0,0,MAX_COLORS_PALETTE,bitmap[0].palette)))
return(0);
// clean the surfaces
DDraw_Fill_Surface(lpddsprimary,0);
DDraw_Fill_Surface(lpddsback,0);
UCHAR *image_buffer;
int i;
for(int j=0;j<2;j++)
{
if(j==2)i=3;
else i=j;
DDRAW_INIT_STRUCT(ddsd);
// create the buffer to hold the background
lpddsbackground[i] = DDraw_Create_Surface(SCREEN_WIDTH,SCREEN_HEIGHT,0,-1);
// copy the background bitmap image to the background surface
// lock the surface
lpddsbackground[i]->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
// get video pointer to primary surfce
image_buffer = (UCHAR *)ddsd.lpSurface;
// test if memory is linear
if (ddsd.lPitch == SCREEN_WIDTH)
{
// copy memory from double buffer to primary buffer
memcpy((void *)image_buffer, (void *)bitmap[i].buffer, SCREEN_WIDTH*SCREEN_HEIGHT);
} // end if
else
{ // non-linear
// make copy of source and destination addresses
UCHAR *dest_ptr = image_buffer;
UCHAR *src_ptr = bitmap[i].buffer;
// memory is non-linear, copy line by line
for (int y=0; y < SCREEN_HEIGHT; y++)
{
// copy line
memcpy((void *)dest_ptr, (void *)src_ptr, SCREEN_WIDTH);
// advance pointers to next line
dest_ptr+=ddsd.lPitch;
src_ptr +=SCREEN_WIDTH;
} // end for
} // end else
// now unlock the primary surface
if (FAILED(lpddsbackground[i]->Unlock(NULL)))
return(0);
// unload the bitmap file, we no longer need it
Unload_Bitmap_File(&bitmap[i]);
}
if (!Load_Bitmap_File(&start_pic,"resource\\hot.bmp"))
return(0);
start_picture=DDraw_Create_Surface(SCREEN_WIDTH,SCREEN_HEIGHT,0,-1);
Scan_Image_Bitmap(&start_pic,start_picture,0,0);
if (!Load_Bitmap_File(&bitmap[0],"resource\\yd.bmp"))
return(0);
lpddsotherpeople[0]=DDraw_Create_Surface(73,137,0,0);
Scan_Image_Bitmap(&bitmap[0],lpddsotherpeople[0],0,0);
Unload_Bitmap_File(&bitmap[0]);
if (!Load_Bitmap_File(&bitmap[0],"resource\\hyt.bmp"))
return(0);
houyitou=DDraw_Create_Surface(100,130,0,0);
Scan_Image_Bitmap(&bitmap[0],houyitou,0,0);
Unload_Bitmap_File(&bitmap[0]);
if (!Load_Bitmap_File(&bitmap[0],"resource\\ydt.bmp"))
return(0);
yuditou=DDraw_Create_Surface(101,130,0,0);
Scan_Image_Bitmap(&bitmap[0],yuditou,0,0);
Unload_Bitmap_File(&bitmap[0]);
talkbar=DDraw_Create_Surface(898,93,0,0);
if (!Load_Bitmap_File(&bitmap[3],"resource\\talkbar1.bmp"))
return(0);
Scan_Image_Bitmap(&bitmap[3],talkbar,0,0);
Unload_Bitmap_File(&bitmap[3]);
if (!Load_Bitmap_File(&bitmap[0],"resource\\houyi.bmp"))
return(0);
for(int x=0;x<4;x++)
for (int y = 0; y < 5; y++)
{
HouYi.lpdds[x][y] = DDraw_Create_Surface(120,120,0,0);
Scan_Image_Bitmap(&bitmap[0],
HouYi.lpdds[x][y],
y, 2*x);
}
Unload_Bitmap_File(&bitmap[0]);
if (!Load_Bitmap_File(&bitmap[3],"resource\\nvren.bmp"))
return(0);
for(i=0;i<4;i++)
for(int j =0;j<3;j++)
{
changer.lpdds1[i][j] = DDraw_Create_Surface(71,95,0,0);
Scan_Image_Bitmap(&bitmap[3],
changer.lpdds1[i][j],
j, i);
}
changer.set_WH(71,95);
if (!Load_Bitmap_File(&bitmap[2],"resource\\nvrentou.bmp"))
return(0);
lpddsotherpeople[1]=DDraw_Create_Surface(104,105,0,0);
Scan_Image_Bitmap(&bitmap[2],lpddsotherpeople[1],0,0);
Unload_Bitmap_File(&bitmap[2]);
return(1);
}
/////////////////////////////////////////////////////////////
int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here
// kill all the surfaces
// first the palette
if (lpddpal)
{
lpddpal->Release();
lpddpal = NULL;
} // end if
// now the primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = NULL;
} // end if
// now blow away the IDirectDraw4 interface
if (lpdd)
{
lpdd->Release();
lpdd = NULL;
} // end if
// return success or failure or your own return code here
return(1);
} // end Game_Shutdown
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
//HDC hdc; // graphics device context
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
hinstance_app = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"RPG_GAME_PROJECT", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
SCREEN_WIDTH,SCREEN_HEIGHT, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
// initialize game here
Game_Init();
// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
Game_Shutdown();
return(msg.wParam);
} // end WinMain
///////////////////////////////////////////////////////////
bool bump(int x,int y,int** Rec)
{
if(x<=0||x+35>=1024) return false;
if(y<=0||y+55>=768) return false;
for(int i=0;Rec[i][0];i++)
if((x>=Rec[i][0]&&x<=Rec[i][1])||(x>=Rec[i][0]-55&&x<=Rec[i][1]-55))
if(y>=Rec[i][2]&&y<=Rec[i][3]-95) return false;
return true;
}
int tiangong()
{
/*
lpddsbackground[0] 玉帝头
lpddsbackground[2] 后羿头
lpddsotherpeople[0] 玉帝
*/
// copy background to back buffer
if (FAILED(lpddpal->SetEntries(0,0,MAX_COLORS_PALETTE,bitmap[1].palette)))
return(0);
DDraw_Draw_Surface(lpddsbackground[1],0,0, SCREEN_WIDTH,SCREEN_HEIGHT, lpddsback,0);
// if(KEYDOWN(VK_LEFT))
if(!mark)
{
lpddsbackground[0]->Release();
mark=1;
}
if(mark==1)
{
if(mark_1==0)
{
DDraw_Draw_Surface(yuditou,20,630,101,130,lpddsback,1);
DDraw_Draw_Surface(talkbar,110,645,898,93,lpddsback,1);
Draw_Text_GDI("后羿,你来求见朕有何急事,速速上殿报来。",150,690,255,lpddsback);
if(count++>60||KEYDOWN(VK_SPACE))
{
mark_1=1;
count=0;
Sleep(300);
}
}
if(mark_1==1)
{
DDraw_Draw_Surface(houyitou,20,630,100,130,lpddsback,1);
DDraw_Draw_Surface(talkbar,110,645,898,93,lpddsback,1);
Draw_Text_GDI("臣领旨!",150,690,255,lpddsback);
if(count++>60||KEYDOWN(VK_SPACE))
{
mark=2;
count=0;
mark_1=0;
Sleep(50);
}
}
}
if(mark==2)
{
if(!mark_1)
{
int **mapinfo=(int **)malloc(4*4);
for(int i=0;i<4;i++)
mapinfo[i]=(int *)malloc(4*4);
mapinfo[0][0]=1;
mapinfo[0][1]=250;
mapinfo[0][2]=1;
mapinfo[0][3]=200;
mapinfo[1][0]=250;
mapinfo[1][1]=773;
mapinfo[1][2]=1;
mapinfo[1][3]=300;
mapinfo[2][0]=773;
mapinfo[2][1]=1023;
mapinfo[2][2]=1;
mapinfo[2][3]=200;
mapinfo[3][0]=0;
HouYi.DrawPeople(mapinfo);
for( i=0;i<4;i++)
free(mapinfo[i]);
free(mapinfo);
if(HouYi.get_x()>375&&HouYi.get_x()<661&&HouYi.get_y()>200&&HouYi.get_y()<250)
mark_1=1;
}
if(mark_1==1)
{
if(cy<90)
cy+=5;
DDraw_Draw_Surface(lpddsotherpeople[0],cx,cy,73,137, lpddsback,1);
DDraw_Draw_Surface(HouYi.lpdds[2][2],HouYi.get_x(),HouYi.get_y(),120,120,lpddsback,1);
if(cy>=90)
{
mark=3;
mark_1=0;
count++;
}
}
}
if(mark==3)
{
static char*a[10];
static int i=0;
count++;
a[0]="禀报玉帝,臣得报,妖孽无视天威,肆虐民间,百姓深受其苦。臣愿请缨,下凡为民除此一害,望玉帝恩准!";
a[1]="朕也闻得此事。既然你有此意愿,朕就成全你。后羿听命:";
a[2]="臣在!";
a[3]="朕命你下凡前去剿灭妖孽,速速前往,不得有误。";
a[4]="臣领命!";
a[5]="";
a[6]="aj";
//DDraw_Draw_Surface(lpddsbackground[1],0,0,SCREEN_WIDTH,SCREEN_HEIGHT,lpddsback,1);
if(count<=50)
{
DDraw_Draw_Surface(houyitou,20,630,100,130,lpddsback,1);
if(count==50)
i++;
}
else
DDraw_Draw_Surface(yuditou,20,630,101,130,lpddsback,1);
if(count==100)
{
count=0;
i++;
}
DDraw_Draw_Surface(lpddsotherpeople[0],cx,cy,73,137, lpddsback,1);
DDraw_Draw_Surface(HouYi.lpdds[2][2],HouYi.get_x(),HouYi.get_y(),120,120,lpddsback,1);
DDraw_Draw_Surface(talkbar,110,645,898,93,lpddsback,1);
Draw_Text_GDI(a[i],150,690,255,lpddsback);
if(i==5)
{
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