//-----------------------------------【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(WHITE_BRUSH);  //为hbrBackground成员指定一个白色画刷句柄	
	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,150,20,WINDOW_WIDTH,WINDOW_HEIGHT,true);		//调整窗口显示时的位置,使窗口左上角位于(150,20)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

	//游戏资源的初始化,若初始化失败,弹出一个消息框,并返回FALSE
	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;
	}
	PlaySound(L"君がいるから (Long Version).wav", NULL, SND_FILENAME | SND_ASYNC|SND_LOOP); //循环播放背景音乐 

	//【5】消息循环过程
	MSG msg = { 0 };				//定义并初始化msg
	while( msg.message != WM_QUIT )		//使用while循环,如果消息不是WM_QUIT消息,就继续循环
	{
		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
		{
			g_tNow = GetTickCount();   //获取当前系统时间
			if(g_tNow-g_tPre >= 30)        //当此次循环运行与上次绘图时间相差0.03秒时再进行重绘操作
				Game_Paint(hwnd);
		}

	}

	//【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;  
}
Exemplo n.º 2
0
//-------------------------------------【 WndProc() 函数 】---------------------------------------------------------------
// 描述:窗口的过程函数,对窗口消息进行处理
//------------------------------------------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	PAINTSTRUCT paintStruct;	//记录一些绘制信息

	switch (message)
	{
	case WM_PAINT:	//若是客户区域重绘信息
		g_hdc = BeginPaint(hwnd, &paintStruct);		//指定窗口进行绘图工作的准备,并将和绘图有关的信息填充到 paintStruct 结构体中去。
		Game_Paint(hwnd);
		EndPaint(hwnd, &paintStruct);	//标记指定窗口绘图工作的结束
		ValidateRect(hwnd, NULL);	//更新客户区的显示
		break;
	case WM_KEYDOWN:	//若是键盘按下消息
		if (wParam == VK_ESCAPE)	//若是按下的键是 ESC
		{
			DestroyWindow(hwnd);	//销毁窗口,并发送一条 WM_DESTORY 消息
		}
		break;
	case WM_DESTROY:	//若是窗口的销毁消息
		Game_CleanUp(hwnd);
		PostQuitMessage(0);		//向系统表明有个线程有终止请求,用来响应 WM_DESTORY 请求
		break;
	default:
		return DefWindowProc(hwnd, message, wParam, lParam);
	}

	return 0;	//正常退出
}
//-----------------------------------【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 )      
{
	PAINTSTRUCT paintStruct;			//定义一个PAINTSTRUCT结构体来记录一些绘制信息

	switch( message )						//switch语句开始
	{
	case WM_PAINT:						// 若是客户区重绘消息
		g_hdc = BeginPaint( hwnd, &paintStruct );  //指定窗口进行绘图工作的准备,并用将和绘图有关的信息填充到paintStruct结构体中。
		Game_Paint( hwnd);
		EndPaint( hwnd, &paintStruct );			//EndPaint函数标记指定窗口的绘画过程结束
		ValidateRect(hwnd, NULL);		// 更新客户区的显示
		break;									//跳出该switch语句

	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
		break;									//跳出该switch语句

	case WM_DESTROY:					//若是窗口销毁消息
		Game_CleanUp(hwnd);			//调用自定义的资源清理函数Game_CleanUp()进行退出前的资源清理
		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
}
Exemplo n.º 4
0
//消息处理函数
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	PAINTSTRUCT paintStruct;
	switch (message)
	{
	case WM_PAINT:
		g_hdc = BeginPaint(hwnd, &paintStruct);
		Game_Paint(hwnd);
		EndPaint(hwnd, &paintStruct);
		//ValidateRect(hwnd, NULL);
		break;
	case WM_KEYDOWN:
		if (wParam == VK_ESCAPE)
		{
			DestroyWindow(hwnd);//销毁窗体并发送一个WM_DESTROY消息
		}
		break;
	case WM_DESTROY:
		Game_Cleanup(hwnd);
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hwnd, message, wParam, lParam);
	}
	return 0;
}
//-----------------------------------【Game_Init( )函数】--------------------------------------
//	描述:初始化函数,进行一些简单的初始化
//------------------------------------------------------------------------------------------------
BOOL Game_Init( HWND hwnd )
{
	g_hdc = GetDC(hwnd);  //获取设备环境句柄

	//-----【位图绘制四步曲之一:加载位图】-----
	g_hBitmap = (HBITMAP)LoadImage(NULL,L"Naruto.bmp",IMAGE_BITMAP,WINDOW_WIDTH,WINDOW_HEIGHT,LR_LOADFROMFILE);   //加载位图

	//-----【位图绘制四步曲之二:建立兼容DC】-----
	g_mdc = CreateCompatibleDC(g_hdc);    //建立兼容设备环境的内存DC

	Game_Paint(hwnd);
	ReleaseDC(hwnd,g_hdc);  //释放设备环境
	return TRUE;
}
//-----------------------------------【Game_Init( )函数】--------------------------------------
//	描述:初始化函数,进行一些简单的初始化
//------------------------------------------------------------------------------------------------
BOOL Game_Init( HWND hwnd )
{
	g_hdc = GetDC(hwnd);  //获取设备环境句柄

	//-----【位图绘制四步曲之一:加载位图】-----
	//从文件加载3张位图
	g_hBackGround = (HBITMAP)LoadImage(NULL,L"bg.bmp",IMAGE_BITMAP,WINDOW_WIDTH,WINDOW_HEIGHT,LR_LOADFROMFILE);   
	g_hCharacter1 = (HBITMAP)LoadImage(NULL,L"character1.bmp",IMAGE_BITMAP,535,650,LR_LOADFROMFILE);  
	g_hCharacter2 =  (HBITMAP)LoadImage(NULL,L"character2.bmp",IMAGE_BITMAP,506,650,LR_LOADFROMFILE);  
	//-----【位图绘制四步曲之二:建立兼容DC】-----
	g_mdc = CreateCompatibleDC(g_hdc);    //建立兼容设备环境的内存DC

	Game_Paint(hwnd);
	ReleaseDC(hwnd,g_hdc);  //释放设备环境
	return TRUE;
}
Exemplo n.º 7
0
BOOL Game_Init(HWND hwnd)
{
	srand((unsigned)time(NULL));
	g_hdc = GetDC(hwnd);

	//1.加载位图
	g_hBackground = (HBITMAP)LoadImage(NULL, L"bg.bmp", IMAGE_BITMAP, 800, 600, LR_LOADFROMFILE);
	g_hSprite1 = (HBITMAP)LoadImage(NULL, L"character1.bmp", IMAGE_BITMAP, 640, 579, LR_LOADFROMFILE);
	g_hSprite2 = (HBITMAP)LoadImage(NULL, L"character2.bmp", IMAGE_BITMAP, 800, 584, LR_LOADFROMFILE);
	//2.建立兼容的DC
	g_mdc = CreateCompatibleDC(g_hdc);//建立兼容设备环境的内存DC, 参数是与哪个设备兼容

	Game_Paint(hwnd);
	ReleaseDC(hwnd, g_hdc);
	return TRUE;
}
//-----------------------------------【Game_Init( )函数】--------------------------------------
//	描述:初始化函数,进行一些简单的初始化
//------------------------------------------------------------------------------------------------
BOOL Game_Init( HWND hwnd )
{

	srand((unsigned)time(NULL));      //用系统时间初始化随机种子 
	HBITMAP bmp;

	g_hdc = GetDC(hwnd);  
	g_mdc = CreateCompatibleDC(g_hdc);  //创建一个和hdc兼容的内存DC
	g_bufdc = CreateCompatibleDC(g_hdc);//再创建一个和hdc兼容的缓冲DC
	bmp = CreateCompatibleBitmap(g_hdc,WINDOW_WIDTH,WINDOW_HEIGHT); //建一个和窗口兼容的空的位图对象

	SelectObject(g_mdc,bmp);//将空位图对象放到g_mdc中

	//载入位图背景
	g_hBackGround = (HBITMAP)LoadImage(NULL,L"bg.bmp",IMAGE_BITMAP,WINDOW_WIDTH,WINDOW_HEIGHT,LR_LOADFROMFILE);
	g_hStar = (HBITMAP)LoadImage(NULL,L"star.bmp",IMAGE_BITMAP,30,30,LR_LOADFROMFILE);

	GetClientRect(hwnd,&g_rect);		//取得内部窗口区域的大小

	Game_Paint(hwnd);
	return TRUE;
}
Exemplo n.º 9
0
//-------------------------------------【 Game_Init() 函数 】-------------------------------------------------------------
// 描述:初始化函数,进行一些简单的初始化
//------------------------------------------------------------------------------------------------------------------------
BOOL Game_Init(HWND hwnd)
{
	g_hdc = GetDC(hwnd);
	srand((unsigned)time(NULL));
	
	//随机初始化画笔和画刷的颜色值
	for (int i = 1; i <= 6; i++)
	{
		g_hpen[i] = CreatePen(g_iPenStyle[i], 1, RGB(rand() % 256, rand() % 256, rand() % 256));

		if (i == 6)
		{
			g_hbrush[i] = CreateSolidBrush(RGB(rand() % 256, rand() % 256, rand() % 256));
		}
		else
		{
			g_hbrush[i] = CreateHatchBrush(g_iBrushStyle[i], RGB(rand() % 256, rand() % 256, rand() % 256));
		}
	}

	Game_Paint(hwnd);
	ReleaseDC(hwnd, g_hdc);
	return true;
}
Exemplo n.º 10
0
//主函数
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nShowCmd)
{
	//1.设计一个完整的窗口类
	WNDCLASSEX wndClass = { 0 };//定义一个窗口类
	wndClass.cbSize = sizeof(WNDCLASSEX);//设置结构体的大小
	wndClass.style = CS_HREDRAW | CS_VREDRAW;//设置窗口样式
	wndClass.lpfnWndProc = WndProc;//设置消息处理函数
	wndClass.cbClsExtra = 0;//窗口类的附加内存,一般设置为0
	wndClass.cbWndExtra = 0;//窗口的附加内存,一般设置为0
	wndClass.hInstance = hInstance;//包含窗体实例的程序的句柄
	wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE);//设置一个图标
	wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndClass.hbrBackground = (HBRUSH)GetStockObject(DKGRAY_BRUSH);//指定一个灰色画刷句柄
	wndClass.lpszClassName = NULL;//不需要下拉菜单
	wndClass.lpszClassName = L"HWWND";//指定窗口类的名字

									  //2.注册窗口类
	if (!RegisterClassEx(&wndClass)) return -1;

	//3.创建窗体
	HWND hwnd = CreateWindow(L"HWWND", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT,
		CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);

	//4.窗体移动,显示和更新
	//MoveWindow(hwnd, 100, 100, WINDOW_WIDTH, WINDOW_HEIGHT, true);
	ShowWindow(hwnd, nShowCmd);
	//UpdateWindow(hwnd);

	//初始化游戏资源
	if (!Game_Init(hwnd))
	{
		MessageBox(hwnd, L"Faild!", L"Message", 0);
		return FALSE;
	}
	//PlaySound(L"仙剑·温慧.wav", NULL, SND_FILENAME | SND_ASYNC | SND_LOOP);

	//5.消息分发
	MSG msg = { 0 };
	while (msg.message != WM_QUIT)
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);//这个会把消息发送到winproc处理函数
		}
		else
		{
			//这里处理游戏tick
			auto diff = std::chrono::system_clock::now() - tick;

			if (std::chrono::duration<double, std::milli>(diff).count() >= 33)
			{
				Game_Paint(hwnd);
				g_tPre = g_tNow;
				tick = std::chrono::system_clock::now();
			}
		}
	}

	//6.注销窗体
	UnregisterClass(L"HWWND", hInstance);

	return 0;
}
Exemplo n.º 11
0
Arquivo: main.cpp Projeto: Gxsghsn/xy2
BOOL Game_Init(HWND hwnd)
{
	srand((unsigned)time(NULL));      //用系统时间初始化随机种子 
	

	HBITMAP bmp;

	g_hdc = GetDC(hwnd);
	g_mdc = CreateCompatibleDC(g_hdc);  //创建一个和hdc兼容的内存DC
	g_bufdc = CreateCompatibleDC(g_hdc);//再创建一个和hdc兼容的缓冲DC
	bmp = CreateCompatibleBitmap(g_hdc, WINDOW_WIDTH, WINDOW_HEIGHT); //建一个和窗口兼容的空的位图对象

	SelectObject(g_mdc, bmp);//将空位图对象放到mdc中

	wchar_t   filename[20];
	//五叶站立
	for (int i = 0; i<4; i++)
	{
		memset(filename, 0, sizeof(filename));  //filename的初始化
		swprintf_s(filename, L"wy\\%d.bmp", i);  //调用swprintf_s函数,“组装”出对应的图片文件名称
		g_hWyStand[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	}
	//五叶移动
	for (int i = 0; i < 8; i++){
		memset(filename, 0, sizeof(filename));
		swprintf_s(filename, L"wy\\wyyd\\wyyda%d.bmp", i);
		g_hWyMove[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	}
	//时间
	for (int i = 0; i < 9; i++){
		memset(filename, 0, sizeof(filename));
		swprintf_s(filename, L"time\\5\\%d.bmp", i + 1);
		g_hTime[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	}
	//闪电技能
	/*g_hMagic*/
	for (int i = 0; i < 54; i++){
		memset(filename, 0, sizeof(filename));
		swprintf_s(filename, L"magic\\%d.bmp", i + 1);
		g_hMagic[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	}

	//小技能
	//g_hXjn
	for (int i = 0; i < 34; i++){
		memset(filename, 0, sizeof(filename));
		swprintf_s(filename, L"xjn\\%d.bmp", i + 1);
		g_hXjn[i] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	}
	//载入一系列游戏资源图到位图句柄中
	g_hGameOver = (HBITMAP)LoadImage(NULL, L"GameMedia\\gameover.bmp", IMAGE_BITMAP, 1086, 396, LR_LOADFROMFILE);  //游戏结束位图
	g_hVictory = (HBITMAP)LoadImage(NULL, L"GameMedia\\victory.bmp", IMAGE_BITMAP, 800, 600, LR_LOADFROMFILE);  //游戏胜利位图
	g_hBackGround = (HBITMAP)LoadImage(NULL, L"bg_al.bmp", IMAGE_BITMAP, 800, 600, LR_LOADFROMFILE);  //背景位图
	g_hMonsterBitmap = (HBITMAP)LoadImage(NULL, L"nw9.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);  //怪物角色位图
	g_hHeroBitmap = (HBITMAP)LoadImage(NULL, L"nr.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);  //英雄角色位图
	g_hHeroSkill1 = (HBITMAP)LoadImage(NULL, L"GameMedia\\heroslash.bmp", IMAGE_BITMAP, 364, 140, LR_LOADFROMFILE);  //英雄1技能位图
	g_hHeroSkill2 = (HBITMAP)LoadImage(NULL, L"GameMedia\\heromagic.bmp", IMAGE_BITMAP, 374, 288, LR_LOADFROMFILE);  //英雄2技能位图
	g_hHeroSkill3 = (HBITMAP)LoadImage(NULL, L"GameMedia\\herocritical.bmp", IMAGE_BITMAP, 574, 306, LR_LOADFROMFILE);  //英雄3技能位图
	g_hSkillButton1 = (HBITMAP)LoadImage(NULL, L"jnl.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	//g_hSkillButton1 = (HBITMAP)LoadImage(NULL,L"GameMedia\\skillbutton1.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE);  //技能1图标位图
	//g_hSkillButton2= (HBITMAP)LoadImage(NULL,L"GameMedia\\skillbutton2.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE);   //技能2图标位图
	//g_hSkillButton3= (HBITMAP)LoadImage(NULL,L"GameMedia\\skillbutton3.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE);   //技能3图标位图
	g_hcw = (HBITMAP)LoadImage(NULL, L"cw_tx.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);   //技能4图标位图
	g_hrw = (HBITMAP)LoadImage(NULL, L"rw_tx.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	g_hBossSkill1 = (HBITMAP)LoadImage(NULL, L"GameMedia\\monsterslash.bmp", IMAGE_BITMAP, 234, 188, LR_LOADFROMFILE);   //怪物1技能位图
	g_hBossSkill2 = (HBITMAP)LoadImage(NULL, L"GameMedia\\monstermagic.bmp", IMAGE_BITMAP, 387, 254, LR_LOADFROMFILE);  //怪物2技能位图
	g_hBossSkill3 = (HBITMAP)LoadImage(NULL, L"GameMedia\\monstercritical.bmp", IMAGE_BITMAP, 574, 306, LR_LOADFROMFILE); //怪物3技能位图
	g_hSnow = (HBITMAP)LoadImage(NULL, L"GameMedia\\snow.bmp", IMAGE_BITMAP, 20, 20, LR_LOADFROMFILE);   //雪花位图
	g_hRecoverSkill = (HBITMAP)LoadImage(NULL, L"GameMedia\\recover.bmp", IMAGE_BITMAP, 150, 150, LR_LOADFROMFILE);    //恢复技能位图
	g_hSprite[0] = (HBITMAP)LoadImage(NULL, L"nr_mv.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	g_hSprite[1] = (HBITMAP)LoadImage(NULL, L"nr_st1.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	g_hBackGround_mv = (HBITMAP)LoadImage(NULL, L"bg1.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	g_hBackGround_mvzd = (HBITMAP)LoadImage(NULL, L"zd8.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	g_hxbk = (HBITMAP)LoadImage(NULL, L"xbk.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	g_hxbk2 = (HBITMAP)LoadImage(NULL, L"xbk3.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);

	for (int k = 0; k < 19; k++){
		memset(filename, 0, sizeof(filename));  //filename的初始化
		swprintf_s(filename, L"wy\\fight\\%d.bmp", k);  //调用swprintf_s函数,“组装”出对应的图片文件名称
		g_hWySkill[k] = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
	}
	//g_hWySkill = (HBITMAP)LoadImage(NULL, L"wy\\xbk2.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);

	GetClientRect(hwnd, &g_rect);		//取得内部窗口区域的大小

	Hero.NowHp = Hero.MaxHp = 500;	//设定玩家生命值的当前值及上限
	Hero.Level = 6;					//设定玩家角色等级
	Hero.NowMp = Hero.MaxMp = 60;    //玩家魔法值的当前值及上限
	Hero.Strength = 10;			//设定英雄的力量值
	Hero.Agility = 20;				//设定英雄的敏捷值   
	Hero.Intelligence = 10;		//设定英雄的智力值
	Hero.x = 580;
	Hero.y = 269;

	Boss.NowHp = Boss.MaxHp = 500;	//设定BOSS生命值的当前值及上限
	Boss.Level = 10;						//设定BOSS的等级
	Boss.Strength = 10;				//设定BOSS的力量值
	Boss.Agility = 10;                   //设定BOSS的敏捷值
	Boss.Intelligence = 10;			//设定BOSS的智力值
	Boss.x = 125;
	Boss.y = 100;

	Boss_wy.NowHp = Boss_wy.MaxHp = 500;	//设定BOSS生命值的当前值及上限
	Boss_wy.Level = 10;						//设定BOSS的等级
	Boss_wy.Strength = 10;				//设定BOSS的力量值
	Boss_wy.Agility = 10;                   //设定BOSS的敏捷值
	Boss_wy.Intelligence = 10;			//设定BOSS的智力值
	Boss_wy.x = 140;
	Boss_wy.y = 140;

	g_iTxtNum = 0;		//初始化显示消息数目

	//HFONT hFont;
	hFont = CreateFont(20, 0, 0, 0, 700, 0, 0, 0, GB2312_CHARSET, 0, 0, 0, 0, TEXT("微软雅黑"));
	SelectObject(g_mdc, hFont);
	SetBkMode(g_mdc, TRANSPARENT);    //设置文字显示背景透明

	//g_iX = pt_canavailable[0].x;
	//g_iY = pt_canavailable[0].y;
	g_iX = 1587;
	g_iY = 950;
	g_iDirection = 3;
	g_iNum_mv = 0;


	canavailable = CreatePolygonRgn(pt_canavailable, 6, WINDING);
	cannotavailable1 = CreatePolygonRgn(pt_cannotavailable1, 4, WINDING);
	cannotavailable2 = CreatePolygonRgn(pt_cannotavailable2, 4, WINDING);
	cannotavailable3 = CreatePolygonRgn(pt_cannotavailable3, 4, WINDING);

	SetTimer(hwnd, 1, 200, NULL);
	if (nowscen == 1)
		Game_Fight(hwnd);  //调用一次游戏Main函数
	else
		Game_Paint(hwnd);
	return TRUE;
}
Exemplo n.º 12
0
Arquivo: main.cpp Projeto: Gxsghsn/xy2
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
	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 = (HICON)::LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE);    //指定窗口类的光标句柄。
	wndClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);  //为hbrBackground成员指定一个白色画刷句柄	
	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。

	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;

	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);

	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

	//游戏资源的初始化,若初始化失败,弹出一个消息框,并返回FALSE
	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;
	}
	PlaySound(L"GameMedia\\梦幻西游原声-战斗1-森林.wav", NULL, SND_FILENAME | SND_ASYNC | SND_LOOP); //循环播放背景音乐 

	hMenu = LoadMenu(hInstance, MAKEINTRESOURCE(123));
	SetMenu(hwnd, hMenu);

	MSG msg = { 0 };				//定义并初始化msg
	while (msg.message != WM_QUIT)		//使用while循环,如果消息不是WM_QUIT消息,就继续循环
	{
		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
		{
			g_tNow = GetTickCount();   //获取当前系统时间
			if (g_tNow - g_tPre >= 60){
				if (nowscen == 1)
					Game_Fight(hwnd);
				else{
					Game_Paint(hwnd);
				}
			}
		}
	}

	UnregisterClass(L"ForTheDreamOfGameDevelop", wndClass.hInstance);  //程序准备结束,注销窗口类
	return 0;
}
//-----------------------------------【Game_Init( )函数】--------------------------------------
//	描述:初始化函数,进行一些简单的初始化
//------------------------------------------------------------------------------------------------
BOOL Game_Init( HWND hwnd )
{
	g_hdc = GetDC(hwnd);
	Game_Paint( hwnd);
	return TRUE;
}