demoII3_4.cpp
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上传日期:2018-01-20
资源大小:42486k
文件大小:17k
源码类别:
游戏
开发平台:
Visual C++
- // DEMOII3_4.CPP - DirectInput keyboard example
- // based on demo from Volume I
- // system based on
- // conservation of momentum and kinetic energy
- // to compile make sure to include DDRAW.LIB, DSOUND.LIB,
- // DINPUT.LIB, DINPUT8.LIB, WINMM.LIB, and of course the T3DLIB files
- // INCLUDES ///////////////////////////////////////////////
- #define INITGUID // make sure al the COM interfaces are available
- // instead of this you can include the .LIB file
- // DXGUID.LIB
- #define WIN32_LEAN_AND_MEAN
- #include <windows.h> // include important windows stuff
- #include <windowsx.h>
- #include <mmsystem.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 <dsound.h>
- #include <dmksctrl.h>
- #include <dmusici.h>
- #include <dmusicc.h>
- #include <dmusicf.h>
- #include <dinput.h>
- #include "T3DLIB1.h" // game library includes
- #include "T3DLIB2.h"
- #include "T3DLIB3.h"
- // DEFINES ////////////////////////////////////////////////
- // defines for windows interface
- #define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
- #define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
- #define WINDOW_WIDTH 640 // size of window
- #define WINDOW_HEIGHT 480
- #define WINDOW_BPP 8 // 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 0 // 0 not windowed, 1 windowed
- // default screen size
- #define SCREEN_WIDTH 640 // size of screen
- #define SCREEN_HEIGHT 480
- #define SCREEN_BPP 8 // bits per pixel
- #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 WALL_ANIMATION_COLOR 29
- // PROTOTYPES /////////////////////////////////////////////
- // game console
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
- // GLOBALS ////////////////////////////////////////////////
- HWND main_window_handle = NULL; // save the window handle
- HINSTANCE main_instance = NULL; // save the instance
- char buffer[256]; // 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}, };
- BOB plasma; // players weapon
- BITMAP_IMAGE reactor; // the background
- // FUNCTIONS //////////////////////////////////////////////
- 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
- // what is the message
- switch(msg)
- {
- case WM_CREATE:
- {
- // do initialization stuff here
- return(0);
- } break;
- case WM_PAINT:
- {
- // start painting
- hdc = BeginPaint(hwnd,&ps);
- // end painting
- EndPaint(hwnd,&ps);
- return(0);
- } break;
- case WM_DESTROY:
- {
- // kill the application
- PostQuitMessage(0);
- 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)
- {
- // this is the winmain function
- WNDCLASS winclass; // this will hold the class we create
- HWND hwnd; // generic window handle
- MSG msg; // generic message
- HDC hdc; // generic dc
- PAINTSTRUCT ps; // generic paintstruct
- // first fill in the window class stucture
- 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;
- // register the window class
- if (!RegisterClass(&winclass))
- return(0);
- // create the window, note the test to see if WINDOWED_APP is
- // true to select the appropriate window flags
- if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
- WINDOW_TITLE, // title
- (WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
- 0,0, // x,y
- WINDOW_WIDTH, // width
- WINDOW_HEIGHT, // height
- NULL, // handle to parent
- NULL, // handle to menu
- hinstance,// instance
- NULL))) // creation parms
- return(0);
- // save the window handle and instance in a global
- main_window_handle = hwnd;
- main_instance = hinstance;
- // resize the window so that client is really width x height
- 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
- FALSE);
- // show the window, so there's no garbage on first render
- ShowWindow(main_window_handle, SW_SHOW);
- } // end if windowed
- // perform all game console specific initialization
- Game_Init();
- // disable CTRL-ALT_DEL, ALT_TAB, comment this line out
- // if it causes your system to crash
- SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
- // enter main event loop
- while(1)
- {
- 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
- // shutdown game and release all resources
- Game_Shutdown();
- // enable CTRL-ALT_DEL, ALT_TAB, comment this line out
- // if it causes your system to crash
- SystemParametersInfo(SPI_SCREENSAVERRUNNING, FALSE, NULL, 0);
- // return to Windows like this
- return(msg.wParam);
- } // end WinMain
- // T3D II GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
- char filename[80]; // used to read files
- // start up DirectDraw (replace the parms as you desire)
- DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
- // initialize directinput
- DInput_Init();
- // acquire the keyboard
- DInput_Init_Keyboard();
- // add calls to acquire other directinput devices here...
- // initialize directsound and directmusic
- DSound_Init();
- DMusic_Init();
- // hide the mouse
- ShowCursor(FALSE);
- // seed random number generator
- srand(Start_Clock());
- // all your initialization code goes here...
- ///////////////////////////////////////////////////////////
- // load the background
- Load_Bitmap_File(&bitmap8bit, "REACTOR.BMP");
- // set the palette to background image palette
- Set_Palette(bitmap8bit.palette);
- // create and load the reactor bitmap image
- Create_Bitmap(&reactor, 0,0, 640, 480);
- Load_Image_Bitmap(&reactor,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap8bit);
- // now let's load in all the frames for the skelaton!!!
- // create skelaton bob
- if (!Create_BOB(&skelaton,0,0,56,72,32,
- 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,"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);
- // return success
- return(1);
- } // end Game_Init
- ///////////////////////////////////////////////////////////
- int Game_Shutdown(void *parms)
- {
- // this function is where you shutdown your game and
- // release all resources that you allocated
- // shut everything down
- // release all your resources created for the game here....
- // kill the reactor
- Destroy_Bitmap(&reactor);
- // kill skelaton
- Destroy_BOB(&skelaton);
- // now directsound
- DSound_Stop_All_Sounds();
- DSound_Delete_All_Sounds();
- DSound_Shutdown();
- // directmusic
- DMusic_Delete_All_MIDI();
- DMusic_Shutdown();
- // shut down directinput
- DInput_Shutdown();
- // shutdown directdraw last
- DDraw_Shutdown();
- // return success
- return(1);
- } // end Game_Shutdown
- //////////////////////////////////////////////////////////
- int Game_Main(void *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;
- // 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();
- // read keyboard and other devices here
- DInput_Read_Keyboard();
- // 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 30ish fps
- Wait_Clock(30);
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
- {
- PostMessage(main_window_handle, WM_DESTROY,0,0);
- } // end if
- // return success
- return(1);
- } // end Game_Main
- //////////////////////////////////////////////////////////