【游戏程序设计】二维游戏示例-回合制Demo

运行结果:

源代码:

#include <windows.h>
#include <tchar.h>
#pragma comment(lib, "winmm.lib")									//调用PlaySound函数所需库文件t

#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 510
#define WINDOW_TITLE L"【游戏程序设计】回合制Demo"
//定义一个结构体,表示游戏对象
struct chr
{
	int nHp;
	int fHp;
	int kind;														 //技能
	int lv;     
	int w;      
};

HINSTANCE hInst;
HDC hdc, mdc, bufdc;
HBITMAP hBg, hGirl, hMagic, hOver, hRecover, hSheep, hSkill, hSkillult, hSlash;
DWORD g_tNow, g_tPre;
bool attack, over;													 //玩家是否攻击状态,游戏是否结束
int g_iNum, txtNum, f;												//txtNum文本数目 f为攻击画面 
chr player, monster;												//玩家,怪物
wchar_t text[5][100];												//对战文本消息

int  MyWindowClass(HINSTANCE);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyDraw(HDC);
void MsgInsert(wchar_t*);											//将新的消息加入对战文本数组中
void CheckDie(int, bool);											//检查血量,若小于0则死亡,游戏结束

/*****************************************************************************************************************
在不同的应用程序中,在此处添加相关的全局变量
******************************************************************************************************************/
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPreInstace,
									LPSTR lpCmdLine, int nCmdShow) 
{
	MyWindowClass(hInstance);
	//PlaySound(L"sound.wav", NULL, SND_FILENAME| SND_ASYNC| SND_LOOP);	//循环播放背景音乐
	if(!InitInstance(hInstance, nCmdShow))
		return FALSE;
	MSG msg = {};

	while(msg.message != WM_QUIT) 
	{
		if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			g_tNow = GetTickCount();
			if(g_tNow - g_tPre >= 40)
			{
				MyDraw(hdc);
				g_tPre = GetTickCount();								//记录此次绘图时间
			}
		}
	}

	return msg.wParam;
}

int MyWindowClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;
	wcex.cbSize = sizeof(WNDCLASSEX);
	wcex.style = CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc = WndProc;
	wcex.cbClsExtra = 0;
	wcex.cbWndExtra = 0;
	wcex.hInstance = hInstance;
	wcex.hIcon = NULL;
	wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
	wcex.lpszMenuName = NULL;
	wcex.lpszClassName = L"gamebase";
	wcex.hIconSm = NULL;

	return RegisterClassEx(&wcex); 
}

BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
	hInst = hInstance;
	HWND hwnd = CreateWindow(L"gamebase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, 
		CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
	if(!hwnd)
		return FALSE;
	MoveWindow(hwnd, 10, 10, WINDOW_WIDTH, WINDOW_HEIGHT, true);
	ShowWindow(hwnd, nCmdShow);
	UpdateWindow(hwnd);

	hdc = GetDC(hwnd);
	mdc = CreateCompatibleDC(hdc);
	bufdc = CreateCompatibleDC(hdc);

	//加载游戏位图
	hBg = (HBITMAP)LoadImage(NULL, L"bg.bmp", IMAGE_BITMAP, WINDOW_WIDTH, WINDOW_HEIGHT, LR_LOADFROMFILE);	//背景
	hGirl = (HBITMAP)LoadImage(NULL, L"girl.bmp", IMAGE_BITMAP, 480, 216, LR_LOADFROMFILE);					//玩家
	hMagic = (HBITMAP)LoadImage(NULL, L"magic.bmp", IMAGE_BITMAP, 200, 100, LR_LOADFROMFILE);				//闪电链
	hOver = (HBITMAP)LoadImage(NULL, L"over.bmp", IMAGE_BITMAP, 289, 148, LR_LOADFROMFILE);					//游戏结束
	hRecover = (HBITMAP)LoadImage(NULL, L"recover.bmp", IMAGE_BITMAP, 300, 150, LR_LOADFROMFILE);			//治疗
	hSheep = (HBITMAP)LoadImage(NULL, L"sheep.bmp", IMAGE_BITMAP, 130, 220, LR_LOADFROMFILE);				//怪物
	hSkill = (HBITMAP)LoadImage(NULL, L"skill.bmp", IMAGE_BITMAP, 50, 50, LR_LOADFROMFILE);					//无敌斩
	hSkillult = (HBITMAP)LoadImage(NULL, L"skillult.bmp", IMAGE_BITMAP, 50, 50, LR_LOADFROMFILE);			//被动狂暴
	hSlash = (HBITMAP)LoadImage(NULL, L"slash.bmp", IMAGE_BITMAP, 196, 162, LR_LOADFROMFILE);				//攻击效果(无敌斩,利爪攻击,致命一击)
	HBITMAP bmp = CreateCompatibleBitmap(hdc, WINDOW_WIDTH, WINDOW_HEIGHT);									
	SelectObject(mdc, bmp);

	txtNum = 0;											// 显示消息数目
	g_iNum = 0;
	f  = 0;

	player.fHp = 50;									//设定玩家角色生命值及上限
	player.nHp = 50;
	player.lv = 2;										//设定玩家角色等级
	player.w = 4;										//设定攻击伤害加权值

	monster.fHp = 120;									//设定怪物角色生命值及上限
	monster.nHp = 120; 
	monster.lv = 1;										//设定怪物角色等级
	monster.w = 1;										//设定攻击伤害加权值

	SetBkMode(mdc, TRANSPARENT);						//设置TextOut背景透明

	return TRUE;
}

LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	PAINTSTRUCT ps;

	switch(message)
	{
	case WM_LBUTTONDOWN:										//鼠标左键消息
		if(!attack)
		{
			int x = LOWORD(lParam);								//x坐标
			int y = HIWORD(lParam);								//y坐标
			if(x >= 500 && x<= 550 && y >= 350 && y <= 400)		//无敌斩图标范围,开始进入攻击状态
				attack = true;
		}
		break;
/**************************************************************************************************************
在退出程序前,往往在此处删除创建的相关资源
***************************************************************************************************************/
	case WM_DESTROY: //窗口结束消息
		DeleteObject(hBg);
		DeleteObject(hGirl);
		DeleteObject(hMagic);
		DeleteObject(hOver);
		DeleteObject(hRecover);
		DeleteObject(hSheep);
		DeleteObject(hSkill);
		DeleteObject(hSkillult);
		DeleteObject(hSlash);
		DeleteDC(mdc);
		DeleteDC(bufdc);
		ReleaseDC(hwnd, hdc);
		PostQuitMessage(0);
		break;
	default: //默认消息
		return DefWindowProc(hwnd, message, wParam, lParam);
	}
	return 0;
}

void MsgInsert(wchar_t *s)
{
	//直接复制到数组中
	if(txtNum < 5)
	{
		swprintf_s(text[txtNum], s);
		++txtNum;
	}
	else
	{
		for(int i = 0; i < txtNum-1; ++i)						//把第一条消息覆盖
			swprintf_s(text[i], text[i+1]);
		swprintf_s(text[txtNum-1], s);							//拷贝到最后一条消息中
	}
}

void CheckDie(int hp, bool player)
{
	if(hp <= 0)
	{
		wchar_t str[100];
		over = true;											//游戏结束
		if(player)												//如果是玩家被攻击
			swprintf_s(str, L"胜败乃兵家常事,大侠请重新来过.....");
		else 
			swprintf_s(str, L"你战胜了敌人,获得此次战斗胜利!");
		MsgInsert(str);
	}
}

/***************************************************************************************************************
在函数MyDraw()中进行相关绘制工作
****************************************************************************************************************/
void MyDraw(HDC hdc)
{
	wchar_t str[100] = {};

	//贴上背景图
	SelectObject(bufdc, hBg);
	BitBlt(mdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, bufdc, 0, 0, SRCCOPY);
	//显示对战消息
	for(int i = 0; i < txtNum; ++i)
		TextOut(mdc, 0, 360+i*18, text[i], wcslen(text[i]));
	//贴上玩家图
	if(player.nHp > 0)
	{
		SelectObject(bufdc, hGirl);
		BitBlt(mdc, 500, 200, 60, 108, bufdc, g_iNum*60, 108, SRCAND);
		BitBlt(mdc, 500, 200, 60, 108, bufdc, g_iNum*60, 0, SRCPAINT);
		swprintf_s(str, L"%d / %d", player.nHp, player.fHp);
		TextOut(mdc, 520, 320, str, wcslen(str));
	}

	++g_iNum;
	if(g_iNum == 8)
		g_iNum = 0;
	//贴上怪物图
	if(monster.nHp > 0)
	{
		SelectObject(bufdc, hSheep);
		BitBlt(mdc, 70, 180, 130, 110, bufdc, 0, 110, SRCAND);
		BitBlt(mdc, 70, 180, 130, 110, bufdc, 0, 0, SRCPAINT);
		swprintf_s(str, L"%d / %d", monster.nHp, monster.fHp);
		TextOut(mdc, 100, 320, str, wcslen(str));
	}

	if(over) //贴上游戏结束图画
	{
		SelectObject(bufdc, hOver);
		BitBlt(mdc, 200, 200, 289, 74, bufdc, 0, 74, SRCAND);
		BitBlt(mdc, 200, 200, 289, 74, bufdc, 0, 0, SRCPAINT);
	}
	else if(!attack) //贴上攻击命令图画
	{
		SelectObject(bufdc,hSkill);  
		BitBlt(mdc,500,350,50,50,bufdc,0,0,SRCCOPY);  
		SelectObject(bufdc,hSkillult);  
		BitBlt(mdc,430,350,50,50,bufdc,0,0,SRCCOPY);  
	}
	else
	{
		srand(g_tPre);												//设置随机数种子 
		//第5-10个画面显示玩家攻击目标
		if(f >= 5 && f <= 10) 
		{
			SelectObject(bufdc,hSlash);
			BitBlt(mdc, 100, 160, 98, 162, bufdc, 98,0,SRCAND); 
			BitBlt(mdc, 100, 160, 98, 162, bufdc, 0, 0, SRCPAINT);
			//第10个画面时计算怪物受伤害程度并加入显示消息
			if(f == 10)
			{
				//计算伤害
				int damage = rand()%10 + player.lv*player.w;
				if(rand() % 5)
					swprintf_s(str, L"玩家使用了无敌斩,对怪物照成了%d点伤害", damage);
				else										//20%几率出发被动,4倍暴击伤害
				{
					damage *= 4;
					swprintf_s(str, L"触发被动狂暴,对怪物照成了%d点暴击伤害!", damage);
				}
				MsgInsert(str);
				monster.nHp -= damage;
				CheckDie(monster.nHp, false);
			}
		}
		//第15个画面时判断怪物进行哪项动作
		if(f == 15)
		{
			if(monster.nHp > 20)							//生命值大于20
			{
				if(rand()%5)								//进行利爪攻击概率4/5
					monster.kind = 0;
				else										//进行闪电链攻击概率1/5
					monster.kind = 1;
			}
			else											 //生命值小于20
				monster.kind = rand()%5;
		}
		//第26-30画面显示怪物攻击图标
		if(f >= 26 && f <= 30)
		{
			switch(monster.kind)
			{
			case 0:											//利爪攻击
				SelectObject(bufdc,hSlash);
				BitBlt(mdc, 480, 160, 98, 162, bufdc, 98, 0, SRCAND); 
				BitBlt(mdc, 480, 160, 98, 162, bufdc, 0, 0, SRCPAINT);
				if(f == 30)									 //第30个画面计算玩家受伤害程度并加入显示消息
				{
					int damage = rand()%10 + monster.lv*monster.w; 
					swprintf_s(str, L"怪物利爪攻击...对玩家照成 %d 点伤害", damage);
					MsgInsert(str);
					player.nHp -= damage;
					CheckDie(player.nHp, true);
				}
				break;
			case 1:											//释放闪电链
				SelectObject(bufdc,hMagic);
				BitBlt(mdc, 480, 190, 100, 100, bufdc, 100, 0, SRCAND); 
				BitBlt(mdc,	480, 190, 100, 100, bufdc, 0, 0, SRCPAINT);
				//第30个画面计算玩家受伤害程度并加入显示消息
				if(f == 30)
				{
					int damage = rand()%10 + 3*monster.w; 
					swprintf_s(str, L"怪物释放闪电链...对玩家照成 %d 点伤害", damage);
					MsgInsert(str);
					player.nHp -= damage;
					CheckDie(player.nHp, true);
				}
				break;
			case 2:											//致命一击
				SelectObject(bufdc,hSlash);
				BitBlt(mdc, 480, 160, 98, 162, bufdc, 98, 0, SRCAND); 
				BitBlt(mdc, 480, 160, 98, 162, bufdc, 0, 0, SRCPAINT);
				//第30个画面计算玩家受伤害程度并加入显示消息
				if(f == 30)
				{
					int damage = rand()%10 + monster.lv*monster.w*5;
					swprintf_s(str, L"怪物致命一击...对玩家照成 %d 点巨大伤害", damage);
					MsgInsert(str);
					player.nHp -= damage;
					CheckDie(player.nHp, true);
				}
				break;
			case 3:											//使用治疗术
				SelectObject(bufdc, hRecover);  
                BitBlt(mdc,60,160,150,150,bufdc,150,0,SRCAND);  
                BitBlt(mdc,60,160,150,150,bufdc,0,0,SRCPAINT);  
				//第30个画面恢复生命值并加入显示消息
				if(f == 30)
				{
					swprintf_s(str, L"怪物使用治疗...恢复了30点生命值");
					MsgInsert(str);
					monster.nHp += 30;						//加血量
				}
			    break;
			case 4: //逃跑
						//在第30个画面时判断怪物是否逃跑成功  
				if(f == 30)
				{
					if(rand() % 3)
					{
						swprintf_s(str, L"怪物逃跑中...逃跑失败!");
						MsgInsert(str);
					} 
					else									//逃跑几率1/3
					{
						swprintf_s(str, L"怪物逃跑中...逃跑成功!");
						MsgInsert(str);
						CheckDie(0, false);					//逃跑成功,游戏结束
					}
				}
				break;
			}
		}
		
		++f;
		if(f > 30)											//回合结束
		{
			attack = false;
			f = 0;
		}
	}

	BitBlt(hdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, mdc, 0, 0, SRCCOPY);
}

 

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