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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
{
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
{ delete[] NPC.NPCs;
for (int j=0;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);
}
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