网页资讯贴吧知道视频音乐图片地图文库
进入贴吧全吧搜索吧内搜索

 
 
 
日一二三四五六
       
       
       
       
       
       

签到排名:今日本吧第个签到,

本吧因你更精彩,明天继续来努力!

本吧签到人数:0

一键签到
成为超级会员,使用一键签到
一键签到
本月漏签0次!
0
成为超级会员,赠送8张补签卡
如何使用?
点击日历上漏签日期,即可进行补签。
连续签到:天  累计签到:天
0
超级会员单次开通12个月以上,赠送连续签到卡3张
使用连续签到卡
01月20日漏签0天
c++吧 关注:388,802贴子:2,018,292
  • 看贴

  • 图片

  • 精品

  • 游戏

  • 1 2 3 4 5 下一页 尾页
  • 74回复贴,共5页
  • ,跳到 页  
<<返回c++吧
>0< 加载中...

RPG游戏源代码(原创,vc++实现)

  • 只看楼主
  • 收藏

  • 回复
  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
我刚学游戏编程时写的程序,对初学者可能有用,希望大家喜欢 :-)
执行文件下载地址:
http://bbs.gameres.com/upload/sf_2007427195529.rar
代码:
http://blog.csdn.net/BillHsu1024/archive/2008/05/10/2430273.aspx

/*
********************
紫日2037 RPG 游戏
合肥八中 许仕鹏 制作
********************
*/
#define WIN32_LEAN_AND_MEAN    //定义不使用MFC库
#include <windows.h>
#include "Pub_Def.h"
#include <stdio.h>
#include<stdlib.h>
//定义人物方向
#define Role_UP 0
#define Role_DOWN 1
#define Role_LEFT 2
#define Role_RIGHT 3
//定义动作
#define Act_1 0
#define Act_2 1
#define Act_3 2
//定义图片的宽度和高度
#define Bmp_Width 32
#define Bmp_Height 64

RECT rect;
//全局变量,用来存储窗口的句柄
HWND hwnd;
//地图的Struct
struct Map_struct{
char name[10];
int NpcNo;
int Width;
int Height;
int **Data;
}Map[MAX_MAPS];
//人物的Struct
struct NPCs_struct{
int seeable;
int name;
int NPC_Status;
int Pos_y;
int Pos_x;
};
//指向一个场景中的人物
struct NPC_struct{
NPCs_struct *NPCs;
}NPC[MAX_MAPS];
HDC windowDC = NULL;//窗口DC
HDC MainRoleDC = NULL;//主角DC
HDC memDC =NULL;//记忆DC
HDC msgboxDC=NULL;//消息框DC
HDC MapDC=NULL;//装地图图片的DC
HDC TmpMapDC=NULL;//画出地图的DC
HDC TmpSceneDC=NULL;//画出场景DC
HDC FaceDC=NULL;//人物脸DC
HDC Boy1DC=NULL;//男孩1DC
HDC Boy2DC=NULL;//男孩2DC

HDC Girl1DC=NULL;//女孩1DC
HDC Girl2DC=NULL;//女孩2DC
HDC DiagDC=NULL;//DiagDC

HFONT Font;//字体物件
//以下为图片物件,和上面的DC对应
HBITMAP MainRoleBMP = NULL; 
HBITMAP memBMP=NULL;   
HBITMAP msgboxBMP=NULL;
HBITMAP MapBMP=NULL;
HBITMAP TmpMapBMP=NULL;
HBITMAP TmpSceneBMP=NULL;
HBITMAP FaceBMP=NULL;

HBITMAP Boy1BMP=NULL;
HBITMAP Boy2BMP=NULL;

HBITMAP Girl1BMP=NULL;
HBITMAP Girl2BMP=NULL;

HBITMAP DiagBMP=NULL;

unsigned int active;//本窗口是否为活动
UINT width;//屏幕宽
UINT height;//屏幕高
int Role_X;//人物X坐标
int Role_Y;//人物Y坐标
int Role_Act;//人物动作
int Role_Status;//人物状态(上、下、左、右)

int Map_y=0;//地图Y坐标
int Map_x=0;//地图X坐标

int Scene=0;//场景编号
int ObjTmp;
int ObjTmp_x;
int ObjTmp_y;

int hStory=0;//故事编号
//以下为判断状态的变量
bool enter_1=false;
bool enter_2=false;
bool enter_3=false;
bool enter_4=false;
bool enter_5=false;
bool enter_6=false;
bool enter_7=false;
bool enter_8=false;
bool enter_9=false;
bool enter_10=false;

bool visit_1=false;
bool visit_2=false;
bool visit_3=false;
bool visit_4=false;
bool Get_Sanshi=false;
bool Get_Sunzi=false;
bool enter_zuo=false;
bool visit_zuo=false;
bool talk_apsh=false;
bool talk_czn=false;
bool talk_xz=false;
bool Get_sun=false;
//以下为函数定义
HRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);//消息处理
void DoMain(void);//主循环
void Move(void);//移动主角
void Delay(long time);//延时
void ClearScr(void);//清屏
void Draw(void);//将记忆DC画到窗口DC
void GameTitle(void);//游戏开头字幕
void PrintText(char * chr,int x,int y);//打印文字
void TalkText(int face,char * chr,char * Obj_Name);//人物对话
void MoveNPC(int NPC_Num,int NPC_Dt);//移动人物


  • 梦幻西游网页版
梦幻西游网页版!上线就送全红宝宝,无限洗宠,高爆率!
2021-01-20 22:58 广告
  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
void CheckThings(void);//检查物品
bool InitMap(void);//装载地图*.map
void DrawTmpMap(int Old_Scene);//画临时地图
int GetObj(int Obj_y,int Obj_x);//获取物品
void CheckEvent(int Obj_y,int Obj_x);//检查事件
bool CanMove(int Obj_y,int Obj_x);//可以走吗?
void CheckSysMsg(void);//检察系统消息
void ReleaseObjs(void);//释放物件及DC
void DrawTmpScene(int Old_Scene);//画临时场景
void DrawInCheckEvent(void);//CheckEvent函数中的画函数
void DrawInMove(void);//Move函数中的画函数
void DrawInTalkText(void);//TalkText函数中的画函数
void Enter_Scene(char * chr);

HDC const NameToDC(int tempint) ;//将图片号变成DC
int CALLBACK WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,
                    LPSTR lpCmdLine,int nCmdShow)
{
int x;
int y;
int x1;
int y1;

MSG msg;

WNDCLASSEX WinClass;

WinClass.cbSize = sizeof(WNDCLASSEX);

WinClass.style = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW; // 标准设置
WinClass.lpfnWndProc = WndProc; //
WinClass.cbClsExtra = 0; // 附加窗口信息,这里不使用
WinClass.cbWndExtra = 0; // 附加窗口信息,这里不使用
WinClass.hInstance = hInstance;
WinClass.hIcon = LoadIcon(NULL, IDI_WINLOGO); //图标
WinClass.hCursor = LoadCursor(NULL, IDC_ARROW); // 鼠标指针
WinClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
WinClass.lpszMenuName = NULL; // 不使用菜单
WinClass.lpszClassName = "Window Class"; //
WinClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); //
RegisterClassEx(&WinClass);
width=GetSystemMetrics(SM_CXSCREEN);
height=    GetSystemMetrics(SM_CYSCREEN);
if (!(hwnd = CreateWindowEx(NULL,                // 附加样式,不使用
                            "Window Class",      // 类定义
                            "紫日2037",      // 标题
                            WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU| WS_VISIBLE,
                            width/2-160,height/2-160,325,320 ,    // 窗口大小位置
                            NULL,                //
                            NULL,                //
                            hInstance,            //
                            NULL)))              //

    ShowWindow(hwnd, nCmdShow);
    UpdateWindow (hwnd);
    windowDC=GetDC(hwnd);
    //创建字体
    Font=CreateFont(20,
                0,
                0,
                0,
                400,
                FALSE,
                FALSE,
                0,
                GB2312_CHARSET,
                OUT_DEFAULT_PRECIS,
                CLIP_DEFAULT_PRECIS,
                DEFAULT_QUALITY,
                DEFAULT_PITCH|FF_SWISS,
                "黑体");
    SelectObject(windowDC,Font);
    SetBkMode(windowDC,TRANSPARENT);
    SetTextColor(windowDC,RGB(255,0,0));
    TextOut(windowDC,100,130,"Loading...",strlen("Loading..."));
    MainRoleBMP=CreateCompatibleBitmap(windowDC,width,height);
    MainRoleDC=CreateCompatibleDC(windowDC);
    memDC=CreateCompatibleDC(windowDC);
    memBMP=CreateCompatibleBitmap(windowDC,width,height);
    msgboxDC=CreateCompatibleDC(windowDC);
    MapDC=CreateCompatibleDC(windowDC);
    TmpMapDC=CreateCompatibleDC(windowDC);


  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
    TmpMapBMP=CreateCompatibleBitmap(windowDC,width,height);
    TmpSceneDC=CreateCompatibleDC(windowDC);
    TmpSceneBMP=CreateCompatibleBitmap(windowDC,width,height);
    FaceDC=CreateCompatibleDC(windowDC);
    FaceBMP=CreateCompatibleBitmap(windowDC,width,height);
    Boy1DC=CreateCompatibleDC(windowDC);
    Boy1BMP=CreateCompatibleBitmap(windowDC,width,height);
    Boy2DC=CreateCompatibleDC(windowDC);
    Boy2BMP=CreateCompatibleBitmap(windowDC,width,height);
    Girl1DC=CreateCompatibleDC(windowDC);
    Girl1BMP=CreateCompatibleBitmap(windowDC,width,height);
    Girl2DC=CreateCompatibleDC(windowDC);
    Girl2BMP=CreateCompatibleBitmap(windowDC,width,height);
    DiagDC=CreateCompatibleDC(windowDC);
    DiagBMP=CreateCompatibleBitmap(windowDC,width,height);
    //绑定字体和DC
    SelectObject(memDC,Font);
    SetBkMode(memDC,TRANSPARENT);
    SetTextColor(memDC,RGB(255,0,0));
    InitMap();
    //装载图片
    MainRoleBMP=(HBITMAP)LoadImage(NULL,"Res\\Role.bmp",IMAGE_BITMAP,Bmp_Width*6,Bmp_Height*4,LR_LOADFROMFILE);
    msgboxBMP=(HBITMAP)LoadImage(NULL,"Res\\msgbox.bmp",IMAGE_BITMAP,320,84,LR_LOADFROMFILE);
    MapBMP=(HBITMAP)LoadImage(NULL,"Res\\Map.bmp",IMAGE_BITMAP,32,1280,LR_LOADFROMFILE);
    FaceBMP=(HBITMAP)LoadImage(NULL,"Res\\Face.bmp",IMAGE_BITMAP,32,320,LR_LOADFROMFILE);
    Boy1BMP=(HBITMAP)LoadImage(NULL,"Res\\Boy1.bmp",IMAGE_BITMAP,Bmp_Width*6,Bmp_Height*4,LR_LOADFROMFILE);
    Boy2BMP=(HBITMAP)LoadImage(NULL,"Res\\Boy2.bmp",IMAGE_BITMAP,Bmp_Width*6,Bmp_Height*4,LR_LOADFROMFILE);
    Girl1BMP=(HBITMAP)LoadImage(NULL,"Res\\Girl1.bmp",IMAGE_BITMAP,Bmp_Width*6,Bmp_Height*4,LR_LOADFROMFILE);
    Girl2BMP=(HBITMAP)LoadImage(NULL,"Res\\Girl2.bmp",IMAGE_BITMAP,Bmp_Width*6,Bmp_Height*4,LR_LOADFROMFILE);
    DiagBMP=(HBITMAP)LoadImage(NULL,"Res\\Diag.bmp",IMAGE_BITMAP,230,40,LR_LOADFROMFILE);
    //绑定图片和DC
    SelectObject(MainRoleDC,MainRoleBMP);
    SelectObject(memDC,memBMP);
    SelectObject(msgboxDC,msgboxBMP);
    SelectObject(MapDC,MapBMP);
    SelectObject(TmpMapDC,TmpMapBMP);
    SelectObject(FaceDC,FaceBMP);
    SelectObject(TmpSceneDC,TmpSceneBMP);
    SelectObject(Boy1DC,Boy1BMP);
    SelectObject(Boy2DC,Boy2BMP);
    SelectObject(Girl1DC,Girl1BMP);
    SelectObject(Girl2DC,Girl2BMP);
    SelectObject(DiagDC,DiagBMP);
    //初始值设置
    GameTitle();
    Role_X=4;
    Role_Y=3;
    Role_Status=Role_DOWN;
    Role_Act=Act_1;
    x=Role_X*Bmp_Width;
    y=Role_Y*Bmp_Width;
    x1=Role_Act*Bmp_Width+1;
    y1=Role_Status*Bmp_Height+1;
    DrawTmpMap(0);
    ClearScr();
    BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);
    Draw();
    TalkText(WizaFace,"你好,Leo!我是Airy.","Airy");
    TalkText(YouFace,"Airy,谢谢他们可以派你 >>","Leo");
    TalkText(YouFace,"来帮我.可是,我会成功吗?","Leo");
    TalkText(WizaFace,"这就要看你自己了 >>","Airy");


  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
    TalkText(WizaFace,"那我们开始吧,好吗?","Airy");
    TalkText(YouFace,"好的,为了世界的和平 >>","Leo");
    TalkText(YouFace,"我一定会竭尽全力的!","Leo");
    TalkText(WizaFace,"你先拜访一下邻居吧.","Airy");
//
    while(1)
    {
        if(PeekMessage(&msg,NULL,0,0,PM_NOREMOVE))
        {
            if(!GetMessage(&msg,NULL,0,0))
            return msg.wParam;
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else if(active)
        {
            DoMain();
        }
        else
            WaitMessage();
    }
}
HRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch (msg)
{
case WM_ACTIVATEAPP:
        active=wparam;
        SetFocus(hwnd);
        break;
case WM_DESTROY:

    ReleaseObjs();
    PostQuitMessage(0);
    break;
case WM_PAINT:
    PAINTSTRUCT ps;
    HDC PaintDC;
    PaintDC = BeginPaint(hwnd, &ps);
    BitBlt(PaintDC,0,0,325,320,memDC,0,0,SRCCOPY);
    EndPaint(hwnd, &ps);
    ReleaseDC(hwnd,PaintDC);
    return(0);
    break;
case WM_KEYDOWN:
        switch(wparam)
        {
        case VK_ESCAPE:
        ReleaseObjs();
        PostQuitMessage(0);
        break;
        default:
        break;
        }
default:
return(DefWindowProc(hwnd, msg, wparam, lparam));
}
}
void DoMain(void)
{

if(GetAsyncKeyState(VK_UP)<0)//获取按键状态:上
{
Role_Status=Role_UP;
Move();
}

if(GetAsyncKeyState(VK_DOWN)<0)//获取按键状态:下
{
Role_Status=Role_DOWN;
Move();
}
if(GetAsyncKeyState(VK_LEFT)<0)//获取按键状态:左
{
Role_Status=Role_LEFT;
Move();
}
if(GetAsyncKeyState(VK_RIGHT)<0)//获取按键状态:右
{
Role_Status=Role_RIGHT;
Move();
}
if(GetAsyncKeyState(VK_SPACE)<0)//获取按键状态:空格
{
CheckThings();
}
}
void Move(void)
{
int x;
int y;
int x1;
int y1;
int temp;
int Tmp_Width;
int Tmp_Height;
//char xsp1[10];
//char xsp2[10];
switch (Role_Status)
{
case Role_RIGHT:
if ((Role_X+2> Map[Scene].Width) || (!CanMove(Role_Y+1,Role_X+1)))
{DrawInMove();
return;}
Tmp_Width=Bmp_Width;
temp=-1;
break;
case Role_LEFT:
if ((Role_X<=0) || (!CanMove(Role_Y+1,Role_X-1)))
{DrawInMove();
return;}
Tmp_Width=-Bmp_Width;
temp=1;
break;

case Role_UP:
if ((Role_Y+1<=0) || (!CanMove(Role_Y,Role_X)))
{DrawInMove();
return;}

Tmp_Height=-Bmp_Width;
temp=1;
break;

case Role_DOWN:
if ((Role_Y+3> Map[Scene].Height)||(!CanMove(Role_Y+2,Role_X)))
{DrawInMove();
return;}

Tmp_Height=Bmp_Width;
temp=-1;
break;
}
ClearScr();
x=4*Bmp_Width;
y=3*Bmp_Width;
x1=Role_Act*Bmp_Width+1;
y1=Role_Status*Bmp_Height+1;
//画主角
    if ((Role_Status==Role_RIGHT) ||( Role_Status==Role_LEFT) ) {Map_x=Map_x+temp*Bmp_Width/4;}
    else {Map_y=Map_y+temp*Bmp_Width/4;}
    BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);
    Draw();
    Delay(80);
    ClearScr();


  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼

    x1=x1+Bmp_Width;

    if ((Role_Status==Role_RIGHT) ||( Role_Status==Role_LEFT) ) {Map_x=Map_x+temp*Bmp_Width/4;}
    else {Map_y=Map_y+temp*Bmp_Width/4;}
    BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);
    Draw();
    Delay(80);
    ClearScr();
    x1=x1+Bmp_Width;
    if ((Role_Status==Role_RIGHT) ||( Role_Status==Role_LEFT) ) {Map_x=Map_x+temp*Bmp_Width/4;}
    else {Map_y=Map_y+temp*Bmp_Width/4;}
    BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);
    Draw();
    Delay(80);
    ClearScr();

    if ((Role_Status==Role_RIGHT) ||( Role_Status==Role_LEFT) ) {Role_X=Role_X-temp;Map_x=Map_x+temp*Bmp_Width/4;}
    else {Role_Y=Role_Y-temp;Map_y=Map_y+temp*Bmp_Width/4;}

    x1=1;

    BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);

//    itoa(Role_X,xsp1,10);
//    itoa(Role_Y+1,xsp2,10);
//    strcat(xsp1,"|");
//    strcat(xsp1,xsp2);
//    TextOut(memDC,100,1, xsp1  ,strlen(xsp1));
    Draw();
    Delay(80);
    CheckEvent(Role_Y+1,Role_X);
///////////////////////////
switch (Role_Status)
{
case Role_RIGHT:

if ((Role_X+2> Map[Scene].Width) || (!CanMove(Role_Y+1,Role_X+1)))
{

return;}
break;

case Role_LEFT:

if ((Role_X<=0) || (!CanMove(Role_Y+1,Role_X-1)))
{
return;}
break;

case Role_UP:
if ((Role_Y+1<=0) || (!CanMove(Role_Y,Role_X)))
{
return;}
break;

case Role_DOWN:
if ((Role_Y+3> Map[Scene].Height)||(!CanMove(Role_Y+2,Role_X)))
{
return;}
}
}

void DrawInMove(void)
{
int x;
int y;
int x1;
int y1;
x=4*Bmp_Width;
y=3*Bmp_Width;
x1=1;
y1=Role_Status*Bmp_Height+1;
ClearScr();
BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);
Draw();
}
//按下键后松开
void PressKey(DWORD Key,int x)
{
    if( x==0 )
    while( !GetAsyncKeyState(Key) )
    {CheckSysMsg();}
    while( GetAsyncKeyState(Key) )
    {CheckSysMsg();}
}

void Delay(long time)
{
    static long old_clock, new_clock; //延时变量
    new_clock=old_clock=GetTickCount();
    while( new_clock < old_clock + time )
    {
        new_clock=GetTickCount();
        CheckSysMsg();
    }
}
void ClearScr(void)
{
    rect.left =0;
    rect.top =0;
    rect.right =325;
    rect.bottom = 320;       
    FillRect(memDC, &rect, (HBRUSH)GetStockObject(BLACK_BRUSH));
}
void Draw(void)


  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
{
for (int i=0;i<Map[Scene].NpcNo;i++)
{
int TmpNPC_x=NPC[Scene].NPCs.Pos_x;
int TmpNPC_y=NPC[Scene].NPCs.Pos_y+1;
int cansee=NPC[Scene].NPCs.seeable;
if (cansee==1 && TmpNPC_x==Obj_x && TmpNPC_y==Obj_y)
{
    switch (NPC[Scene].NPCs.name){
    case 1:
        return Boy1;
        break;
    case 2:
        return Boy2;
        break;
    case 3:
        return Girl1;
        break;
    case 4:
        return Girl2;
        break;
}
}
}

return Map[Scene].Data[Obj_y][Obj_x];
}

void MoveNPC(int NPC_Num,int NPC_Dt)
{
/////////////////////////////////////
int x;
int y;
int x1;
int y1;
int temp;

//NPC_Dt是人物的方向(不是主角)
switch (NPC_Dt)
{
case Role_RIGHT:
temp=-1;
break;

case Role_LEFT:
temp=1;
break;

case Role_UP:
temp=1;
break;

case Role_DOWN:
temp=-1;
break;
}

NPC[Scene].NPCs[NPC_Num].seeable=0;
DrawTmpScene(Scene);
x=(NPC[Scene].NPCs[NPC_Num].Pos_x)*32;
y=(NPC[Scene].NPCs[NPC_Num].Pos_y)*32;
x1=1;
y1=NPC_Dt*Bmp_Height+1;
int tmp_name=NPC[Scene].NPCs[NPC_Num].name;
//画人物
    if ((NPC_Dt==Role_RIGHT) ||( NPC_Dt==Role_LEFT) ) {x=x-temp*Bmp_Width/4;}
    else {y=y-temp*Bmp_Width/4;}
    DrawTmpScene(Scene);
    BitBlt(TmpSceneDC,x,y,Bmp_Width,Bmp_Height,NameToDC(tmp_name),x1,y1,SRCAND);
    BitBlt(TmpSceneDC,x,y,Bmp_Width,Bmp_Height,NameToDC(tmp_name),x1+Bmp_Width*3,y1,SRCPAINT);
    DrawInCheckEvent();
    Delay(80);
    x1=x1+Bmp_Width;

    if ((NPC_Dt==Role_RIGHT) ||( NPC_Dt==Role_LEFT) ) {x=x-temp*Bmp_Width/4;}
    else {y=y-temp*Bmp_Width/4;}
    DrawTmpScene(Scene);
    BitBlt(TmpSceneDC,x,y,Bmp_Width,Bmp_Height,NameToDC(tmp_name),x1,y1,SRCAND);
    BitBlt(TmpSceneDC,x,y,Bmp_Width,Bmp_Height,NameToDC(tmp_name),x1+Bmp_Width*3,y1,SRCPAINT);
    DrawInCheckEvent();
    Delay(80);
    x1=x1+Bmp_Width;

    if ((NPC_Dt==Role_RIGHT) ||( NPC_Dt==Role_LEFT) ) {x=x-temp*Bmp_Width/4;}
    else {y=y-temp*Bmp_Width/4;}
    DrawTmpScene(Scene);
    BitBlt(TmpSceneDC,x,y,Bmp_Width,Bmp_Height,NameToDC(tmp_name),x1,y1,SRCAND);
    BitBlt(TmpSceneDC,x,y,Bmp_Width,Bmp_Height,NameToDC(tmp_name),x1+Bmp_Width*3,y1,SRCPAINT);
    DrawInCheckEvent();
    Delay(80);

    if ((NPC_Dt==Role_RIGHT) ||( NPC_Dt==Role_LEFT) ) {NPC[Scene].NPCs[NPC_Num].Pos_x=NPC[Scene].NPCs[NPC_Num].Pos_x-temp;}
    else {NPC[Scene].NPCs[NPC_Num].Pos_y=NPC[Scene].NPCs[NPC_Num].Pos_y-temp;}
    NPC[Scene].NPCs[NPC_Num].NPC_Status=NPC_Dt;
    NPC[Scene].NPCs[NPC_Num].seeable=1;
    DrawTmpScene(Scene);
    DrawInCheckEvent();
    Delay(80);
/////////////////////////////////////
}

void TalkText(int face,char * chr,char * Obj_Name)
{
    int x;
    int y;
    int x1;
    int y1;
    x=4*Bmp_Width;
    y=3*Bmp_Width;
    x1=Role_Act*Bmp_Width+1;
    y1=Role_Status*Bmp_Height+1;
    ClearScr();
    BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);


  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
if ((visit_1==true) && (visit_2==true) && (enter_3==true)){TalkText(WizaFace,"回基地吧.","Airy");TalkText(YouFace,"好的 ","Leo");hStory=1;}
return;
}
if ((Scene==1)&&(Role_X==10)&& (Role_Y==0)){//进入基地
Scene=0;
DrawTmpMap(1);
Role_X=7;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入基地");
return;
}
if ((Scene==1)&&(Role_X==7)&& (Role_Y==0)){//进入东史郎家
Scene=2;
DrawTmpMap(1);
Role_X=7;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入东史郎家");
if (!enter_2){ MoveNPC(0,Role_UP);MoveNPC(0,Role_UP);MoveNPC(0,Role_LEFT);MoveNPC(0,Role_UP);enter_2=true;}
return;
}
if ((Scene==2)&&(Role_X==7)&& (Role_Y==0)){//进入走廊
Scene=1;
DrawTmpMap(2);
Role_X=7;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入走廊");
if ((visit_1==true) && (visit_2==true) && (enter_3==true)){TalkText(WizaFace,"回基地吧.","Airy");TalkText(YouFace,"好的 ","Leo");hStory=1;}
return;
}
if ((Scene==1)&&(Role_X==4)&& (Role_Y==0)){//进入东条纯四家
Scene=3;
DrawTmpMap(1);
Role_X=4;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入东条纯四家");
if (!enter_1){ MoveNPC(0,Role_UP);MoveNPC(0,Role_RIGHT);enter_1=true;}
return;
}
if ((Scene==3)&&(Role_X==4)&& (Role_Y==0)){//进入走廊
Scene=1;
DrawTmpMap(3);
Role_X=4;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入走廊");
if ((visit_1==true) && (visit_2==true) && (enter_3==true)){TalkText(WizaFace,"回基地吧.","Airy");TalkText(YouFace,"好的 ","Leo");hStory=1;}
return;
}
if ((Scene==1)&&(Role_X==1)&& (Role_Y==0)){//进入佐藤洋一家
Scene=4;
DrawTmpMap(1);
Role_X=6;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入佐藤洋一家");
TalkText(WizaFace,"这家好像没人啊..","Airy");
TalkText(YouFace,"奇怪..","Leo");
enter_3=true;
return;
}
if ((Scene==4)&&(Role_X==6)&& (Role_Y==0)){//进入走廊
Scene=1;
DrawTmpMap(4);
Role_X=1;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入走廊");
if ((visit_1==true) && (visit_2==true) && (enter_3==true)){TalkText(WizaFace,"回基地吧.","Airy");TalkText(YouFace,"好的 ","Leo");hStory=1;}
return;
}
return;
break;

////////////////////
case 1:
if ((Scene==1)&&(Role_X==10)&& (Role_Y==0)){//进入基地
Scene=0;
DrawTmpMap(1);
Role_X=7;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入基地");
NPC[Scene].NPCs[0].seeable =true;
DrawTmpScene(0);
if (!enter_4){
MoveNPC(0,Role_UP);
MoveNPC(0,Role_RIGHT);
enter_4=true;}
return;
}
if ((Scene==0)&&(Get_Sunzi==true)&& (Get_Sanshi==true) && !visit_4){
TalkText(WizaFace,"都有了,我们去找佐藤洋一","Airy");
visit_4=true;
hStory=2;
return;
}
return;


  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
break;
///////////////////////////////
case 2:
if ((Scene==0)&&(Role_X==7)&& (Role_Y==0)){//进入走廊
Scene=1;
DrawTmpMap(0);
Role_X=10;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入走廊");
return;
}
if ((Scene==1)&&(Role_X==10)&& (Role_Y==0)){//进入基地
Scene=0;
DrawTmpMap(1);
Role_X=7;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入基地");
return;
}
if ((Scene==1)&&(Role_X==1)&& (Role_Y==0)){//进入佐藤洋一家
Scene=4;
DrawTmpMap(1);
Role_X=6;
Role_Y=1;
NPC[Scene].NPCs[0].seeable=true;
DrawTmpScene(4);
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入佐藤洋一家");
if (!enter_zuo){ MoveNPC(0,Role_UP);MoveNPC(0,Role_UP);MoveNPC(0,Role_RIGHT);enter_zuo=true;}
}

return;
break;
//////////////////////////////////
case 3:
if ((Scene==4)&&(Role_X==2)&& (Role_Y==0)){//进入军机处
Scene=5;
DrawTmpMap(4);
Role_X=7;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入军机处");
if (!enter_5){
MoveNPC(0,Role_UP);
MoveNPC(0,Role_RIGHT);
enter_5=true;}

return;
}
return;
break;
/////////////////////////////////
case 4:
if ((Scene==5)&&(Role_X==4)&& (Role_Y==0)){//进入内阁
Scene=6;
DrawTmpMap(5);
Role_X=6;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入内阁");
if (!enter_7){

MoveNPC(0,Role_UP);
MoveNPC(0,Role_UP);
MoveNPC(1,Role_UP);
MoveNPC(1,Role_UP);
MoveNPC(2,Role_UP);
MoveNPC(2,Role_UP);
enter_7=true;
}

return;
}
if ((Scene==6)&&(Role_X==6)&& (Role_Y==0)&&(talk_apsh)&&(talk_czn)&&(talk_xz)){//进入军机处
Scene=5;
DrawTmpMap(6);
Role_X=4;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入军机处");
hStory=5;
return;
}
break;
////////////////////////////
case 5:
if ((Scene==5)&&(Role_X==1)&& (Role_Y==0)){//进入靖国神社
Scene=7;
DrawTmpMap(5);
Role_X=9;
Role_Y=1;
Map_x=(4-Role_X)*32;
Map_y=(3-Role_Y)*32;
Role_Status=Role_DOWN;
DrawInCheckEvent();
Enter_Scene("进入靖国神社");
TalkText(WizaFace,"靖国神社到了,你要小心啊","Airy");
TalkText(YouFace,"鬼子们也要小心我啦!","Leo");
if (!enter_8){
MoveNPC(0,Role_UP);
MoveNPC(0,Role_RIGHT);
enter_8=true;
}
return;
}
break;


}


}

bool CanMove(int Obj_y,int Obj_x)
{
ObjTmp_x=Obj_x;
ObjTmp_y=Obj_y;
ObjTmp=GetObj(Obj_y,Obj_x);
if ( ObjTmp==Floor1 || ObjTmp==Floor2 || ObjTmp==Door || ObjTmp==Carpet1
    || ObjTmp==Carpet2 || ObjTmp==Carpet3 || ObjTmp==Carpet4 || ObjTmp==Carpet5 ||
    ObjTmp==Carpet6 || ObjTmp==Carpet7 || ObjTmp==CarpetM || ObjTmp==CarpetL||ObjTmp==Ladder) return true;

return false;
}
void CheckSysMsg(void)
{
    MSG msg;
        if(PeekMessage(&msg,NULL,0,0,PM_NOREMOVE))
        {
            if(!GetMessage(&msg,NULL,0,0)) return;
            TranslateMessage(&msg);


  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
            DispatchMessage(&msg);
        }
 

}


void DrawInCheckEvent(void)
{
    int x;
    int y;
    int x1;
    int y1;
    x=4*Bmp_Width;
    y=3*Bmp_Width;
    x1=Role_Act*Bmp_Width+1;
    y1=Role_Status*Bmp_Height+1;
    ClearScr();
    BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);
    Draw();
}
void DrawInTalkText(void)
{
    int x;
    int y;
    int x1;
    int y1;
    x=4*Bmp_Width;
    y=3*Bmp_Width;
    x1=Role_Act*Bmp_Width+1;
    y1=Role_Status*Bmp_Height+1;
    ClearScr();
    BitBlt(memDC,Map_x,Map_y,(Map[Scene].Width+1)*32 ,(Map[Scene].Height+1)*32,TmpSceneDC,0,0,SRCCOPY);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1,y1,SRCAND);
    BitBlt(memDC,x,y,Bmp_Width,Bmp_Height,MainRoleDC,x1+Bmp_Width*3,y1,SRCPAINT);
    BitBlt(memDC,0,236,320,42,msgboxDC,1,1,SRCAND);
    BitBlt(memDC,0,236,320,42,msgboxDC,1,43,SRCPAINT);
    TextOut(memDC,1,1, Map[Scene].name  ,strlen(Map[Scene].name));
    BitBlt(windowDC,0,0,325,320,memDC,0,0,SRCCOPY);
}

void DrawTmpScene(int Old_Scene)
{
int k;
int j;

k=Map[Old_Scene].Height;
j=Map[Old_Scene].Width;

rect.left =0;
rect.top =0;
rect.right =j*32;
rect.bottom = k*32;
FillRect(TmpSceneDC, &rect, (HBRUSH)GetStockObject(BLACK_BRUSH));

BitBlt(TmpSceneDC,0,0,(Map[Scene].Width+1)*32,(Map[Scene].Height+1)*32,TmpMapDC,0,0,SRCCOPY);

for (int i=0;i<Map[Scene].NpcNo;i++)
{
int TmpNPC_x=NPC[Scene].NPCs.Pos_x*32;
int TmpNPC_y=(NPC[Scene].NPCs.Pos_y)*32;
int Tmp_y1=NPC[Scene].NPCs.NPC_Status*Bmp_Height+1;
int Tmp_name=NPC[Scene].NPCs.name;
int cansee=NPC[Scene].NPCs.seeable;
if (cansee==1)
{
BitBlt(TmpSceneDC,TmpNPC_x ,TmpNPC_y,32,64,NameToDC(Tmp_name),1,Tmp_y1,SRCAND);
BitBlt(TmpSceneDC,TmpNPC_x ,TmpNPC_y,32,64,NameToDC(Tmp_name),97,Tmp_y1,SRCPAINT);
}
}
}

HDC const NameToDC(int tempint)
{
    switch (tempint){
    case 1:
    return Boy1DC;
    break;
    case 2:
    return Boy2DC;
    break;
    case 3:
    return Girl1DC;
    break;
    case 4:
    return Girl2DC;
    }
}

void Enter_Scene(char * chr)
{
BitBlt(memDC,45,126,230,40,DiagDC,0,0,SRCCOPY);
TextOut(memDC,66,136,chr,strlen(chr));
Draw();
Delay(1000);
while(GetAsyncKeyState(VK_UP))
{CheckSysMsg();}
while(GetAsyncKeyState(VK_SPACE))
{CheckSysMsg();}
ClearScr();
DrawInCheckEvent();
Draw();
}

void ReleaseObjs(void)
{

    for( int i=0; i<MAX_MAPS; i++)
    {    delete[] NPC.NPCs;

        for (int j=0;j<Map.Height;j++)
        {
        delete []Map.Data[j];
        }
    }
    //释放
    ReleaseDC(hwnd,MainRoleDC);
    ReleaseDC(hwnd,windowDC);
    ReleaseDC(hwnd,memDC);
    ReleaseDC(hwnd,msgboxDC);
    ReleaseDC(hwnd,MapDC);
    ReleaseDC(hwnd,TmpMapDC);
    ReleaseDC(hwnd,FaceDC);
    ReleaseDC(hwnd,TmpSceneDC);
    ReleaseDC(hwnd,Boy1DC);
    ReleaseDC(hwnd,Boy2DC);
    ReleaseDC(hwnd,Girl1DC);
    ReleaseDC(hwnd,Girl2DC);
    ReleaseDC(hwnd,DiagDC);

    DeleteObject(MainRoleBMP);
    DeleteObject(memBMP);
    DeleteObject(msgboxBMP);
    DeleteObject(MapBMP);
    DeleteObject(Font);
    DeleteObject(TmpMapBMP);
    DeleteObject(TmpSceneBMP);
    DeleteObject(Boy1BMP);
    DeleteObject(Boy2BMP);
    DeleteObject(Girl1BMP);
    DeleteObject(Girl2BMP);
    DeleteObject(DiagBMP);
}


  • CIW_BLUE
  • ^
    8
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
哈哈 非常好啊 

能不能发一份到我的信箱啊? C289857446@56.COM 谢谢了.

给CVVT发个信息申精吧.


  • 梦幻西游网页版
2021网易梦幻西游!上线送vip5和无级别神装!礼包码:VIP666
2021-01-20 22:58 广告
  • CIW_BLUE
  • ^
    8
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
上面有连接 我刚才没有看呢 哈哈


  • 61.139.52.*
快试试吧,
可以对自己使用挽尊卡咯~
◆
◆
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
你该吧你的DSP文件放上去啊


  • ProBill
  • ||
    5
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
完整工程下载地址:http://download.csdn.net/source/478378


  • xm701
  • ,
    1
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
多谢了,收藏


  • 黑的发紫
  • &&
    6
该楼层疑似违规已被系统折叠 隐藏此楼查看此楼
HOHO,以前看过你的了~~应该封装下,都放到一个CPP了,好臃肿,我也准备写一个45度的RPG,正在写地图编辑器


扫二维码下载贴吧客户端

下载贴吧APP
看高清直播、视频!
  • 贴吧页面意见反馈
  • 违规贴吧举报反馈通道
  • 贴吧违规信息处理公示
  • 1 2 3 4 5 下一页 尾页
  • 74回复贴,共5页
  • ,跳到 页  
<<返回c++吧
分享到:
©2021 Baidu贴吧协议|隐私政策|吧主制度|意见反馈|网络谣言警示