Exemplo n.º 1
0
/////////////////////////////////////////////////////////////////////////////////////////////
//We'll need placement on screen, and that's it, I guess.
int ONOFF::Initialize(RECT rect, IDirectDrawSurface ** ddS, LPDIRECTDRAW * lpDD){
	this->Value=false;//initialize the vlaue
	this->Bounds=rect;//set the screeen boundaries;
	this->dds=ddS;//set the display surface.

	//create the surfaces/load teh images
	this->ddsOff=DDLoadBitmap(*lpDD, BMP_ONOFFOFF, 0,0);
	this->ddsOn =DDLoadBitmap(*lpDD, BMP_ONOFFON , 0,0);
	DDSetColorKey(this->ddsOn, CLR_INVALID);
	DDSetColorKey(this->ddsOff, CLR_INVALID);

	//now fill in values for the srect member;
	DDSURFACEDESC ddsd;
	ZeroMemory(&ddsd, sizeof(ddsd));
	ddsd.dwSize=sizeof(ddsd);
	ddsd.dwFlags=DDSD_ALL;
	this->ddsOff->GetSurfaceDesc(&ddsd);
	this->srect.top=0;
	this->srect.left=0;
	this->srect.right=ddsd.dwWidth;
	this->srect.bottom=ddsd.dwHeight;

	this->Valid=true;
	return 0;
}
Exemplo n.º 2
0
int PASCAL WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
{
    MSG msg;

    if ( !_GameMode(hInstance, nCmdShow, 640, 480, 32) ) return FALSE;

    SpriteImage = DDLoadBitmap( DirectOBJ, "sprite_char.BMP", 0, 0 );
    BackGround  = DDLoadBitmap( DirectOBJ, "sprite_back.BMP", 0, 0 );

    DDSetColorKey( SpriteImage, RGB(0,0,0) );

	SetTimer(MainHwnd, 1, 5, _GameProc);

    while ( !_GetKeyState(VK_ESCAPE) )
    {
        if ( PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE) )
        {
            if ( !GetMessage(&msg, NULL, 0, 0) ) return msg.wParam;

            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
    }
    DestroyWindow( MainHwnd );

    return TRUE;
}
Exemplo n.º 3
0
JNIEXPORT void JNICALL 
Java_sun_awt_windows_Win32OffScreenSurfaceData_setTransparentPixel(JNIEnv *env,
                                                                   jobject wsd,
                                                                   jint pixel)
{
    Win32SDOps *wsdo = (Win32SDOps *)SurfaceData_GetOps(env, wsd);
    DDSetColorKey(env, wsdo, pixel);
}
Exemplo n.º 4
0
int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	MSG msg;

	if (!_GameMode(hInstance, nCmdShow, 1280, 720, 32, false)) return FALSE;


	CommInit(NULL, NULL);
	//±×·¡ÇÈ ÃʱâÈ­
	ResourceImage[0] = DDLoadBitmap(DirectOBJ, "DATA//end1.BMP", 0, 0, SYSTEM);	
	ResourceImage[1] = DDLoadBitmap(DirectOBJ, "DATA//win.BMP", 0, 0, SYSTEM);	
	ResourceImage[2] = DDLoadBitmap(DirectOBJ, "DATA//Choice.BMP", 0, 0, SYSTEM);	
	ResourceImage[3] = DDLoadBitmap(DirectOBJ, "DATA//Money.BMP", 0, 0,SYSTEM);
	ResourceImage[4] = DDLoadBitmap(DirectOBJ, "DATA//Sonmogazi.BMP", 0, 0, SYSTEM);	
	ResourceImage[5] = DDLoadBitmap(DirectOBJ, "DATA//Button.BMP", 0, 0, SYSTEM);	
	ResourceImage[6] = DDLoadBitmap(DirectOBJ, "DATA//ZokBo.BMP", 0, 0, SYSTEM);
	ResourceImage[7] = DDLoadBitmap(DirectOBJ, "DATA//Texts.BMP", 0, 0, SYSTEM);
	ResourceImage[8] = DDLoadBitmap(DirectOBJ, "DATA//Stop.BMP", 0, 0, SYSTEM);
	ResourceImage[9] = DDLoadBitmap(DirectOBJ, "DATA//Back.BMP", 0, 0, SYSTEM);
	ResourceImage[10] = DDLoadBitmap(DirectOBJ, "DATA//main.bmp", 0, 0, SYSTEM);
	DDSetColorKey(ResourceImage[0], BLACK);
	DDSetColorKey(ResourceImage[1], BLACK);
	DDSetColorKey(ResourceImage[2], BLACK);
	DDSetColorKey(ResourceImage[3], BLACK);
	DDSetColorKey(ResourceImage[4], BLACK);
	DDSetColorKey(ResourceImage[5], BLACK);
	DDSetColorKey(ResourceImage[6], BLACK);
	DDSetColorKey(ResourceImage[7], BLACK);
	DDSetColorKey(ResourceImage[8], BLACK);
	DDSetColorKey(ResourceImage[9], BLACK);
	DDSetColorKey(ResourceImage[10], BLACK);

	//À½Çâ ÃʱâÈ­
	if (SoundCard)
	{
		
		Sound[0] = SndObjCreate(SoundOBJ, "Sound//OST.WAV", 1);
	    Sound[1] = SndObjCreate(SoundOBJ, "Sound//¹ØÀ廩±â.WAV", 1);
		Sound[2] = SndObjCreate(SoundOBJ, "Sound//Select3.WAV", 1);
		//Sound[3] = SndObjCreate(SoundOBJ, "Sound//Check.WAV", 1);
		//Sound[4] = SndObjCreate(SoundOBJ, "Sound//Start.WAV", 1);
		//3,4¹ø Àç»ýÀÌ ¾ÈµÊ. ÀÌÀ¯´Â ¸ð¸§..
	}
	turn = 0;
	randomize(); 
	Pae();
	CommSend();
	PlaySound("Sound//OST.WAV", NULL, SND_ASYNC);
		SetTimer(MainHwnd, 1, 10, NULL);

	// Main message loop
	while (GetMessage(&msg, NULL, 0, 0)){
		TranslateMessage(&msg);
		DispatchMessage(&msg);
	}

	DestroyWindow(MainHwnd);

	return TRUE;
}
Exemplo n.º 5
0
/// <summary>	Initializes surfaces for direct draw</summary>
void CDDraw::LoadSurfaces()
{ 
	//	Initialize text metric, basic structure for a physical font
	//	http://msdn.microsoft.com/en-us/library/windows/desktop/dd145132(v=vs.85).aspx
	TEXTMETRIC tm;
	//	Initialize device context handler
	HDC surfDC;
	//	Populate surfDC with GDI-compatible handle of device context for the surface
	Back->GetDC(&surfDC);
	//	Populate tm structure with text metrics from device context
	//	http://msdn.microsoft.com/en-us/library/windows/desktop/dd144941(v=vs.85).aspx
	GetTextMetrics(surfDC, &tm);
	//	Set TextWidth to average character width value
	TextWidth = tm.tmAveCharWidth;
	//	Release the surfDC device context
	Back->ReleaseDC(surfDC);
	//
	//	Loading resources into surface objects
	//	
	//	Load imgArrowsRed.bmp as surface
	imgArrowsRed = DDLoadBitmap(DirectDraw, "imgArrowsRed.bmp", 0, 0);
	//	Set the color key to be transparent
	DDSetColorKey(imgArrowsRed, COLOR_TRANSPARENCY);
	imgArrows = DDLoadBitmap(DirectDraw, "imgArrows.bmp", 0, 0);
	DDSetColorKey(imgArrows, COLOR_TRANSPARENCY);
	imgBCLogo = DDLoadBitmap(DirectDraw, "imgBCLogo.bmp", 0, 0);
	//	Set the color key to black
	DDSetColorKey(imgBCLogo, 0);
	imgBlackNumbers = DDLoadBitmap(DirectDraw, "imgBlackNumbers.bmp", 0, 0);
	DDSetColorKey(imgBlackNumbers, COLOR_TRANSPARENCY);
	imgBtnStaff = DDLoadBitmap(DirectDraw, "imgBtnStaff.bmp", 0, 0);
	DDSetColorKey(imgBtnStaff, 0);
	imgBuildIcons = DDLoadBitmap(DirectDraw, "imgBuildIcons.bmp", 0, 0);
	DDSetColorKey(imgBuildIcons, 0);
	imgBuildings = DDLoadBitmap(DirectDraw, "imgBuildings.bmp", 0, 0);
	DDSetColorKey(imgBuildings, COLOR_TRANSPARENCY);
	imgBullets = DDLoadBitmap(DirectDraw, "imgBullets.bmp", 0, 0);
	DDSetColorKey(imgBullets, COLOR_TRANSPARENCY);
	imgCompany = DDLoadBitmap(DirectDraw, "imgCompany.bmp", 0, 0);
	DDSetColorKey(imgCompany, 0);
	imgCursor = DDLoadBitmap(DirectDraw, "imgCursor.bmp", 0, 0);
	DDSetColorKey(imgCursor, COLOR_TRANSPARENCY);
	imgDemolish = DDLoadBitmap(DirectDraw, "imgDemolish.bmp", 0, 0);
	DDSetColorKey(imgDemolish, COLOR_TRANSPARENCY);
	imgGround = DDLoadBitmap(DirectDraw, "imgGround.bmp", 0, 0);
	DDSetColorKey(imgGround, 0);
	imgHealth = DDLoadBitmap(DirectDraw, "imgHealth.bmp", 0, 0);
	DDSetColorKey(imgHealth, 0);
	imgInterface = DDLoadBitmap(DirectDraw, "imgInterface.bmp", 0, 0);
	DDSetColorKey(imgInterface, COLOR_TRANSPARENCY);
	imgInterfaceBottom = DDLoadBitmap(DirectDraw, "imgInterfaceBottom.bmp", 0, 0);
	DDSetColorKey(imgInterfaceBottom, COLOR_TRANSPARENCY);
	imgInventorySelection = DDLoadBitmap(DirectDraw, "imgInventorySelection.bmp", 0, 0);
	DDSetColorKey(imgInventorySelection, 0);
	imgItems = DDLoadBitmap(DirectDraw, "imgItems.bmp", 0, 0);
	DDSetColorKey(imgItems, COLOR_TRANSPARENCY);
	imgLava = DDLoadBitmap(DirectDraw, "imgLava.bmp", 0, 0);
	DDSetColorKey(imgLava, COLOR_TRANSPARENCY);
	imgLoading = DDLoadBitmap(DirectDraw, "imgLoading.bmp", 0, 0);
	DDSetColorKey(imgLoading, COLOR_TRANSPARENCY);
	imgLExplosion = DDLoadBitmap(DirectDraw, "imgLExplosion.bmp", 0, 0);
	DDSetColorKey(imgLExplosion, COLOR_TRANSPARENCY);
	imgMiniMapColors = DDLoadBitmap(DirectDraw, "imgMiniMapColors.bmp", 0, 0);
	DDSetColorKey(imgMiniMapColors, 0);
	imgMoneyBox = DDLoadBitmap(DirectDraw, "imgMoneyBox.bmp", 0, 0);
	DDSetColorKey(imgMoneyBox, COLOR_TRANSPARENCY);
	imgMoneyDown = DDLoadBitmap(DirectDraw, "imgMoneyDown.bmp", 0, 0);
	DDSetColorKey(imgMoneyDown, COLOR_TRANSPARENCY);
	imgMoneyUp = DDLoadBitmap(DirectDraw, "imgMoneyUp.bmp", 0, 0);
	DDSetColorKey(imgMoneyUp, COLOR_TRANSPARENCY);
	imgMuzzleFlash = DDLoadBitmap(DirectDraw, "imgMuzzleFlash.bmp", 0, 0);
	DDSetColorKey(imgMuzzleFlash, COLOR_TRANSPARENCY);
	imgPopulation = DDLoadBitmap(DirectDraw, "imgPopulation.bmp", 0, 0);
	DDSetColorKey(imgPopulation, COLOR_TRANSPARENCY);
	imgRadarColors = DDLoadBitmap(DirectDraw, "imgRadarColors.bmp", 0, 0);
	DDSetColorKey(imgRadarColors, 0);
	imgResearch = DDLoadBitmap(DirectDraw, "imgResearch.bmp", 0, 0);
	DDSetColorKey(imgResearch, COLOR_TRANSPARENCY);
	imgResearchComplete = DDLoadBitmap(DirectDraw, "imgResearchComplete.bmp", 0, 0);
	DDSetColorKey(imgResearchComplete, COLOR_TRANSPARENCY);
	imgRocks = DDLoadBitmap(DirectDraw, "imgRocks.bmp", 0, 0);
	DDSetColorKey(imgRocks, COLOR_TRANSPARENCY);
	imgSExplosion = DDLoadBitmap(DirectDraw, "imgSExplosion.bmp", 0, 0);
	DDSetColorKey(imgSExplosion, COLOR_TRANSPARENCY);
	imgSmoke = DDLoadBitmap(DirectDraw, "imgSmoke.bmp", 0, 0);
	DDSetColorKey(imgSmoke, COLOR_TRANSPARENCY);
	imgStar = DDLoadBitmap(DirectDraw, "imgStar.bmp", 0, 0);
	DDSetColorKey(imgStar, COLOR_TRANSPARENCY);
	imgTanks = DDLoadBitmap(DirectDraw, "imgTanks.bmp", 0, 0);
	DDSetColorKey(imgTanks, COLOR_TRANSPARENCY);
	imgTurretBase = DDLoadBitmap(DirectDraw, "imgTurretBase.bmp", 0, 0);
	DDSetColorKey(imgTurretBase, COLOR_TRANSPARENCY);
	imgTurretHead = DDLoadBitmap(DirectDraw, "imgTurretHead.bmp", 0, 0);
	DDSetColorKey(imgTurretHead, COLOR_TRANSPARENCY);
}
Exemplo n.º 6
0
MSA_WORLD2D::MSA_WORLD2D(MSA_DDRAW *tTheDDraw)
{
	Init();
	TheDDraw=tTheDDraw;
	assert(DDSetColorKey(TheDDraw->pDDS4_Back, RGB(0,0,0))==DD_OK); 
}