?? demo8_10_16b.cpp
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// DEMO8_10_16b.CPP - Page scrolling demo, 16-bit version
// make certain to include the T3DLIB1.CPP source file!
// and this is a windowed demo, so you MUST be in 16-bit mode
// 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"
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "16-Bit Page Scrolling Demo."
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 16 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 1 // 0 not windowed, 1 windowed
#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
// floor color for RGB color collision scan
#define FLOOR_COLOR_R 41
#define FLOOR_COLOR_G 231
#define FLOOR_COLOR_B 41
// 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)
{
// windows variables
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
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // initial x,y
WINDOW_WIDTH,WINDOW_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;
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
TRUE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// 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();
Close_Error_File();
// 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
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// load in each page of the scrolling background
for (index = 0; index<3; index++)
{
// build up file name, 24 bit versions
sprintf(filename,"LANDSCAPE%d_24.BMP",index+1);
// load the background
Load_Bitmap_File(&bitmap16bit, filename);
// create and load the reactor bitmap image
Create_Bitmap(&landscape[index], 0,0, 640, 480,16);
Load_Image_Bitmap16(&landscape[index],&bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Unload_Bitmap_File(&bitmap16bit);
} // end for index
// now let's load in all the frames for the skelaton
// create skelaton bob, notice for the creation the bits per pixel doesn't matter
//
if (!Create_BOB(&skelaton,0,0,72,74,32,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY,0,16))
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_24.BMP",direction); // skelsp
// load in new bitmap file
Load_Bitmap_File(&bitmap16bit,filename);
Load_Frame_BOB16(&skelaton,&bitmap16bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB16(&skelaton,&bitmap16bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB16(&skelaton,&bitmap16bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB16(&skelaton,&bitmap16bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL);
// unload the bitmap file
Unload_Bitmap_File(&bitmap16bit);
// 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
// hide the mouse
if (!WINDOWED_APP)
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
// 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_Bitmap16(&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
// note since we are uin 16-bit mode, we need to scan the 16 bit value then compare
// it against the 16-bit color code for the green pixel which has values RB(41,231,41)
// but depending if this is a 5.5.5 or 5.6.5 the 16-bit value will be different, however
// during ddraw_init RGB16Bit() was vectored (function pointer) to either 5.5.5 or 5.6.5
// depending on the actual surface mode, so it should all work out :)
while(Color_Scan16(skelaton.x+16, skelaton.y+24,
skelaton.x+skelaton.width-32, skelaton.y+skelaton.height-12,
RGB16Bit(FLOOR_COLOR_R, FLOOR_COLOR_G, FLOOR_COLOR_B),
RGB16Bit(FLOOR_COLOR_R, FLOOR_COLOR_G, FLOOR_COLOR_B),
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_BOB16(&skelaton, lpddsback);
// draw some text
Draw_Text_GDI("(16-Bit Version) 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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