//-----------------------------------【程序说明】----------------------------------------------
// 程序名称::GameCore
//
// 描述:用代码勾勒出游戏开发所需的程序框架
//------------------------------------------------------------------------------------------------
//-----------------------------------【头文件包含部分】---------------------------------------
// 描述:包含程序所依赖的头文件
//------------------------------------------------------------------------------------------------
#include <windows.h>
#include <time.h>
#include <tchar.h>
#pragma comment(lib,"Msimg32.lib")
#include "stdlib.h"
#include "time.h"
#pragma comment(lib,"winmm.lib")
//-----------------------------------【宏定义部分】--------------------------------------------
// 描述:定义一些辅助宏
//------------------------------------------------------------------------------------------------
#define WINDOW_WIDTH 931 //为窗口宽度定义的宏,以方便在此处修改窗口宽度
#define WINDOW_HEIGHT 500 //为窗口高度定义的宏,以方便在此处修改窗口高度
#define WINDOW_TITLE L"我的游戏" //为窗口标题定义的宏
//定义一个角色结构体
struct CHARACTER
{
int NowHp; //当前生命值
int MaxHp; //最大生命值
int NowExp; //当前经验
int MaxExp; //最大经验
int Level; //角色等级
};
//全局变量
DWORD tNow=0, tPre=0;
HDC hdc,mdc,bufdc;
HBITMAP bg, hero, tou, monster1, monster1_tou, door, left, GameOver,bg2,bg3,monster2,monster2_tou,monster2right,levelup,start;
HBITMAP skill_1, skill_2,g_success;
HBITMAP skill_1left, skill_2left,monster1right,heart;
CHARACTER Hero, Monster;
int herox = 200, heroy = 300;
int monster1x = 600, monster1y = 300;
int stay_num = 0,skill_1num=0,door_num=0;
int skill_1leftnum = 10, skill_2leftnum = 15, monster_1rightnum=4;
int skill = 0,skill_2num=0,monster_1num=0;
int numy = 0; //贴战力图的Y
int sum = 1; //击杀总数
int dir = 2;//1是左2是右
int doorx=800, doory=300;//传送门的坐标
bool success=false;//判断是否出现传送门
bool game = true;
int round = 0;
//-----------------------------------【全局函数声明部分】-------------------------------------
// 描述:全局函数声明,防止“未声明的标识”系列错误
//------------------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam); //窗口过程函数
bool Game_Init(HWND hWnd);
void Game_Run();
void Game_End();
void MyPaint(HDC hdc);
//-----------------------------------【WinMain( )函数】--------------------------------------
// 描述:Windows应用程序的入口函数,我们的程序从这里开始
//------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
//【1】窗口创建四步曲之一:开始设计一个完整的窗口类
WNDCLASSEX wndClass = { 0 }; //用WINDCLASSEX定义了一个窗口类
wndClass.cbSize = sizeof(WNDCLASSEX); //设置结构体的字节数大小
wndClass.style = CS_HREDRAW | CS_VREDRAW; //设置窗口的样式
wndClass.lpfnWndProc = WndProc; //设置指向窗口过程函数的指针
wndClass.cbClsExtra = 0; //窗口类的附加内存,取0就可以了
wndClass.cbWndExtra = 0; //窗口的附加内存,依然取0就行了
wndClass.hInstance = hInstance; //指定包含窗口过程的程序的实例句柄。
wndClass.hIcon = (HICON)::LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE); //★本地加载自定义ico图标
wndClass.hCursor = LoadCursor(NULL, IDC_ARROW); //指定窗口类的光标句柄。
wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH); //为hbrBackground成员指定一个灰色画刷句柄
wndClass.lpszMenuName = NULL; //用一个以空终止的字符串,指定菜单资源的名字。
wndClass.lpszClassName = L"ForTheDreamOfGameDevelop"; //★用一个以空终止的字符串,指定窗口类的名字。
//【2】窗口创建四步曲之二:注册窗口类
if (!RegisterClassEx(&wndClass)) //设计完窗口后,需要对窗口类进行注册,这样才能创建该类型的窗口
return -1;
//【3】窗口创建四步曲之三:正式创建窗口
HWND hWnd = CreateWindow(L"ForTheDreamOfGameDevelop", WINDOW_TITLE, //喜闻乐见的创建窗口函数CreateWindow
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH,
WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
//【4】窗口创建四步曲之四:窗口的移动、显示与更新
MoveWindow(hWnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true); //★调整窗口显示时的位置,使窗口左上角位于(250,80)处
ShowWindow(hWnd, nShowCmd); //调用ShowWindow函数来显示窗口
UpdateWindow(hWnd); //对窗口进行更新,就像我们买了新房子要装修一样
//初始化
PlaySound(L"Release\\KO.wav", NULL, SND_FILENAME | SND_ASYNC | SND_LOOP);
if (!Game_Init(hWnd))
{
MessageBox(hWnd, L"资源初始化失败", L"消息窗口", 0); //使用MessageBox函数,创建一个消息窗口
return FALSE;
}
//【5】消息循环过程
MSG msg = { 0 }; //定义并初始化msg
while (msg.message != WM_QUIT&&game) //使用while循环,如果消息不是WM_QUIT消息,就继续循环
{
//wndClass.hIcon = (HICON)::LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE); //★本地加载自定义ico图标
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) //★查看应用程序消息队列,有消息时将队列中的消息派发出去。
{
TranslateMessage(&msg); //将虚拟键消息转换为字符消息
DispatchMessage(&msg); //分发一个消息给窗口程序。
}
else
{
Game_Run();
}
}
//【6】窗口类的注销
UnregisterClass(L"ForTheDreamOfGameDevelop", wndClass.hInstance); //程序准备结束,注销窗口类
return 0;
}
//-----------------------------------【WndProc( )函数】--------------------------------------
// 描述:窗口过程函数WndProc,对窗口消息进行处理
//------------------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message) //switch语句开始
{
case WM_PAINT: // 若是客户区重绘消息
ValidateRect(hwnd, NULL); // 更新客户区的显示
break; //跳出该switch语句
case WM_LBUTTONDOWN: //鼠标左键消息
{
int x = LOWORD(lParam); //X坐标
int y = HIWORD(lParam);//Y坐标
if (x >= 350 && x <= 527 && y >= 250 && y <= 322&&round==0)
{
round = 1;
}
}
break;
case WM_KEYDOWN: // 若是键盘按下消息
if (wParam == VK_ESCAPE) // 如果被按下的键是ESC
DestroyWindow(hwnd); // 销毁窗口, 并发送一条WM_DESTROY消息
if (wParam == 0x41)//a ASCII
{
herox -= 8;
dir = 1;
}
if (wParam == 0x44)//d ASCII
{
herox += 8;
dir = 2;
}
if (wParam == 0x53)//s ASCII
heroy +=8;
if (wParam == 0x57)//w ASCII
heroy -= 8;
if (wParam == 0x4A)//j ASCII
skill = 1;
if (wParam == 0x4B)//k ASCII
skill = 2;
break; //跳出该switch语句
case WM_DESTROY: //若是窗口销毁消息
PostQuitMessage(0); //向系统表明有个线程有终止请求。用来响应WM_DESTROY消息
break; //跳出该switch语句
default: //若上述case条件都不符合,则执行该default语句
return DefWindowProc(hwnd, message, wParam, lParam); //调用缺省的窗口过程
}
return 0; //正常退出
}
int reset(int y)
{
y = (rand() % (WINDOW_HEIGHT - 113));
return y;
}
bool Game_Init(HWND hWnd)
{
HBITMAP bmp;
hdc = GetDC(hWnd);
mdc = CreateCompatibleDC(hdc);
bufdc = CreateCompatibleDC(hdc);
bmp = CreateCompatibleBitmap(hdc, WINDOW_WIDTH, WINDOW_HEIGHT);
hero = (HBITMAP)LoadImage(NULL, L"Release\\stay.bmp", IMAGE_BITMAP, 864, 118, LR_LOADFROMFILE);
left = (HBITMAP)LoadImage(NULL, L"Release\\left.bmp", IMAGE_BITMAP, 94, 108, LR_LOADFROMFILE);
tou = (HBITMAP)LoadImage(NULL, L"Release\\tou.bmp", IMAGE_BITMAP, 62, 74, LR_LOADFROMFILE);
skill_1 = (HBITMAP)LoadImage(NULL, L"Release\\001.bmp", IMAGE_BITMAP, 1280, 110, LR_LOADFROMFILE);
skill_1left = (HBITMAP)LoadImage(NULL, L"Release\\001left.bmp", IMAGE_BITMAP, 1280, 110, LR_LOADFROMFILE);
skill_2 = (HBITMAP)Load