?? demo8_10.cpp
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// DEMO8_10.CPP - Page scrolling demo
// make certain to include the T3DLIB1.CPP source file!
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
// you must #define INITGUID if not done elsewhere
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <objbase.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // directX includes
#include "T3DLIB1.H" // include the library header
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
#define BITMAP_ID 0x4D42 // universal id for a bitmap
#define MAX_COLORS_PALETTE 256
// skelaton directions
#define SKELATON_EAST 0
#define SKELATON_NEAST 1
#define SKELATON_NORTH 2
#define SKELATON_NWEST 3
#define SKELATON_WEST 4
#define SKELATON_SWEST 5
#define SKELATON_SOUTH 6
#define SKELATON_SEAST 7
#define START_GLOW_COLOR 152 // starting color index to glow
#define END_GLOW_COLOR 159 // ending color index to glow
#define FLOOR_COLOR 116
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL, int num_parms = 0);
int Game_Shutdown(void *parms=NULL, int num_parms = 0);
int Game_Main(void *parms=NULL, int num_parms = 0);
// GLOBALS ////////////////////////////////////////////////
// windows vars
HWND main_window_handle = NULL; // globally track main window
int window_closed = 0; // tracks if window is closed
HINSTANCE main_instance = NULL; // globally track hinstance
char buffer[80]; // used to print text
// demo globals
BOB skelaton; // the player skelaton
// animation sequences for bob
int skelaton_anims[8][4] = { {0,1,0,2},
{0+4,1+4,0+4,2+4},
{0+8,1+8,0+8,2+8},
{0+12,1+12,0+12,2+12},
{0+16,1+16,0+16,2+16},
{0+20,1+20,0+20,2+20},
{0+24,1+24,0+24,2+24},
{0+28,1+28,0+28,2+28}, };
BITMAP_IMAGE landscape[3]; // the background landscape 3 pages 3x1
int curr_page = 0; // current page of landscape
// PROTOTYPES //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
// return success
return(0);
} break;
case WM_DESTROY:
{
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
// return success
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
// 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
main_instance = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"DirectDraw 8-Bit Page Scrolling Demo", // 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
// closedown game here
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms, int num_parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping var
char filename[80]; // used to build up files names
// initialize directdraw
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// load in each page of the scrolling background
for (index = 0; index<3; index++)
{
// build up file name
sprintf(filename,"LANDSCAPE%d.BMP",index+1);
// load the background
Load_Bitmap_File(&bitmap8bit, filename);
// create and load the reactor bitmap image
Create_Bitmap(&landscape[index], 0,0, 640, 480);
Load_Image_Bitmap(&landscape[index],&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Unload_Bitmap_File(&bitmap8bit);
} // end for index
// set the palette to background image palette
Set_Palette(bitmap8bit.palette);
// now let's load in all the frames for the skelaton!!!
// create skelaton bob
if (!Create_BOB(&skelaton,0,0,72,74,32, // 56x72
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY))
return(0);
// load the frames in 8 directions, 4 frames each
// each set of frames has a walk and a fire, frame sets
// are loaded in counter clockwise order looking down
// from a birds eys view or the x-z plane
for (int direction = 0; direction < 8; direction++)
{
// build up file name
sprintf(filename,"QUENSP%d.BMP",direction); // skelsp
// 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, 16, 256); // right above the floor
// 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 landscape
for (int index=0; index<3; index++)
Destroy_Bitmap(&landscape[index]);
// kill skelaton
Destroy_BOB(&skelaton);
// 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 green border
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE))
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(&landscape[curr_page], back_buffer, back_lpitch, 0);
// unlock the back buffer
DDraw_Unlock_Back_Surface();
// reset motion flag
player_moving = 0;
// test direction of motion
if (KEY_DOWN(VK_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 (KEY_DOWN(VK_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
// apply downward gravity to player,
// so player follows terrain
skelaton.y+=1;
// only animate if player is moving
if (player_moving)
{
// animate skelaton
Animate_BOB(&skelaton);
} // end if
// lock surface, so we can scan it
DDraw_Lock_Back_Surface();
// call the color scanner with FLOOR_COLOR, the color of the glowing floor
// try to center the scan on the feet of the player, make sure feet stay
// in contact with floor
while(Color_Scan(skelaton.x+16, skelaton.y+24,
skelaton.x+skelaton.width-32, skelaton.y+skelaton.height-12,
FLOOR_COLOR, FLOOR_COLOR, back_buffer,back_lpitch))
{
// push the skelaton upward, to keep it on the floor
skelaton.y-=1;
} // end while
// done, so unlock
DDraw_Unlock_Back_Surface();
// draw the skelaton
Draw_BOB(&skelaton, lpddsback);
// this performs the animation for the glowing rock
static int glow_count = 0;
// increment action counter and test
if (++glow_count > 5)
{
// rotate the colors
Rotate_Colors(152,159);
// reset the counter
glow_count = 0;
} // end if
// animate the floor
glow.peGreen = rand()%256;
Set_Palette_Entry(FLOOR_COLOR, &glow);
// draw some text
Draw_Text_GDI("USE ARROW KEYS TO MOVE RIGHT & LEFT, <ESC> to Exit.",8,8,RGB(255,255,255),lpddsback);
// test for page flip right
if (skelaton.x > SCREEN_WIDTH - (skelaton.width >> 1))
{
// bump back regardless
skelaton.x-=dx;
// test for page flip
if (curr_page < 2)
{
// scroll to next page to right
curr_page++;
// reset character to left edge of screen
skelaton.x = -(skelaton.width >> 1);
} // end if
} // end if
else // page flip right?
if (skelaton.x < -(skelaton.width >> 1))
{
// bump back regardless
skelaton.x=-(skelaton.width >> 1);
// test for page flip
if (curr_page > 0)
{
// scroll to next page to left
curr_page--;
// reset character to right edge of screen
skelaton.x = SCREEN_WIDTH - (skelaton.width >> 1);
} // end if
} // end if
// flip the surfaces
DDraw_Flip();
// sync to 30 fps
Wait_Clock(30);
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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