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分类: C/C++

2006-11-24 22:20:05

//注意游戏开始界面的按钮替换


//时间使用


//转换屏幕


#i nclude <stdio.h>
#i nclude <stdlib.h>
#i nclude <string.h>
#i nclude <SDL.h>
#i nclude <windows.h>


#i nclude "Q3DMath.h"
#i nclude "QuickCG.h"


SDL_Surface *pScreen = NULL;//屏幕表面

int btnState;//开始时按钮状态

int gameState;//游戏状态


void display_bmp(char *file_name);
void EventCenter(SDL_KeyboardEvent *key);
void PrintKeyInfo( SDL_KeyboardEvent *key );
void ClearScreen(SDL_Surface *surface);
void display_bmp1(char *file_name,int x,int y);
void display_bmp2(char *file_name,SDL_Rect sourceRect,int x,int y);
void DrawSprite();
Uint32 displaySprite(Uint32 interval, void *param);


struct sprite
{
 char *name;
 int direct;
};

sprite marry;


int
main (int argc, char *argv[])//必须要加参数

{
    char *msg;
    int done;

 btnState=0;//开始按钮

 gameState=0;//游戏处在开始选单


 marry.name="marry";
 marry.direct=4;

    /* Initialize SDL */
    if (SDL_Init (SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0)//初始化SDL

    {
        sprintf (msg, "Couldn't initialize SDL: %s\n", SDL_GetError ());
        MessageBox (0, msg, "Error", MB_ICONHAND);
        free (msg);
        exit (1);
    }
    atexit (SDL_Quit);//释放


    /* Set 640x480 16-bits video mode */
 //设置视频模式640*480

    pScreen = SDL_SetVideoMode (640, 480, 16, SDL_SWSURFACE | SDL_DOUBLEBUF);
    if (pScreen == NULL)
    {
        sprintf (msg, "Couldn't set 640x480x16 video mode: %s\n",
          SDL_GetError ());
        MessageBox (0, msg, "Error", MB_ICONHAND);
        free (msg);
        exit (2);
    }
 //设置窗口标题

    SDL_WM_SetCaption ("Game Example", NULL);

 //SDL_CreateCursor(0,1,32,32,5,5);


 display_bmp("123.bmp");

 display_bmp1("btn3.bmp",230,225);

 display_bmp1("btn2.bmp",230,270);
 
    //事件循环

 done = 0;
    while (!done)
    {
        SDL_Event event;

        /* Check for events */
  
  //检测事件

        while (SDL_PollEvent (&event))
        {
            switch (event.type)
            {
            case SDL_KEYDOWN:
    {
    //MessageBox(NULL,"FDFDFDS","SDFDSFDS",0);

    }
                break;
   case SDL_KEYUP:
    {
     
     EventCenter(&event.key);
    }
    break;
            case SDL_QUIT:
                done = 1;
                break;
            default:
                break;
            }
        }

        /* Draw to screen */
  //绘制屏幕

        //draw ();//绘制不同色彩的矩形

  
 
    }

    return 0;
}


void display_bmp(char *file_name)
{
    SDL_Surface *image;

    /* Load the BMP file into a surface */
 //加载位图至屏幕表面

    image = SDL_LoadBMP(file_name);
    if (image == NULL) {
        fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
        return;
    }

    /*
     * Palettized screen modes will have a default palette (a standard
     * 8*8*4 colour cube), but if the image is palettized as well we can
     * use that palette for a nicer colour matching
     */

 //如果图像调色板与屏幕调色板一致的话,设置屏幕的一部分色彩为图像的色彩

    if (image->format->palette && pScreen->format->palette) {
    SDL_SetColors(pScreen, image->format->palette->colors, 0,
                  image->format->palette->ncolors);
    }

    /* Blit onto the pScreen surface */
 //迅速传输image表面至于pScreen表面

    if(SDL_BlitSurface(image, NULL, pScreen, NULL) < 0)
        fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());

    //更新指定区域

 SDL_UpdateRect(pScreen, 0, 0, image->w, image->h);

    /* Free the allocated BMP surface */
 //清除所分配的bmp表面

    SDL_FreeSurface(image);
 
 //翻页

 SDL_Flip(pScreen);
}

void display_bmp1(char *file_name,int x,int y)
{
    SDL_Surface *image;
 SDL_Rect destRect;

 
    /* Load the BMP file into a surface */
 //加载位图至屏幕表面

    image = SDL_LoadBMP(file_name);
    if (image == NULL) {
        fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
        return;
    }

    /*
     * Palettized pScreen modes will have a default palette (a standard
     * 8*8*4 colour cube), but if the image is palettized as well we can
     * use that palette for a nicer colour matching
     */

 //如果图像调色板与屏幕调色板一致的话,设置屏幕的一部分色彩为图像的色彩

    if (image->format->palette && pScreen->format->palette) {
    SDL_SetColors(pScreen, image->format->palette->colors, 0,
                  image->format->palette->ncolors);
    }

    /* Blit onto the pScreen surface */
 //迅速传输image表面至于pScreen表面

    destRect.x=x;
 destRect.y=y;
 if(SDL_BlitSurface(image, NULL, pScreen, &destRect) < 0)
        fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());

    //更新指定区域

 SDL_UpdateRect(pScreen, 0, 0, image->w, image->h);

    /* Free the allocated BMP surface */
 //清除所分配的bmp表面

    SDL_FreeSurface(image);
 
 //翻页

 SDL_Flip(pScreen);
}

void display_bmp2(char *file_name,SDL_Rect sourceRect,int x,int y)
{
    SDL_Surface *image;
 SDL_Rect destRect;

 
    /* Load the BMP file into a surface */
 //加载位图至屏幕表面

    image = SDL_LoadBMP(file_name);
    if (image == NULL) {
        fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
        return;
    }


 //如果图像调色板与屏幕调色板一致的话,设置屏幕的一部分色彩为图像的色彩

    if (image->format->palette && pScreen->format->palette) {
    SDL_SetColors(pScreen, image->format->palette->colors, 0,
                  image->format->palette->ncolors);
    }


 //迅速传输image表面至于pScreen表面

    destRect.x=x;
 destRect.y=y;
 if(SDL_BlitSurface(image, &sourceRect, pScreen, &destRect) < 0)
        fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());

    //更新指定区域

 SDL_UpdateRect(pScreen, 0, 0, image->w, image->h);


 //清除所分配的bmp表面

    SDL_FreeSurface(image);
 
 //翻页

 SDL_Flip(pScreen);
}


void EventCenter(SDL_KeyboardEvent *key)
{
 
 switch (key->keysym.sym)
 {
 case SDLK_RETURN:
  {
   if(gameState==0)
   {
    if(btnState==0)
    {
     ClearScreen(pScreen);
     gameState=1;//进入游戏

    }
    else
    {
     exit(2);
    }
   }
  }
  break;
 case SDLK_ESCAPE:
  {
   exit(1);
  }
  break;
 case SDLK_UP:
  {
   if(btnState==1)
   {
    btnState=0;
    display_bmp1("btn3.bmp",230,225);
    display_bmp1("btn2.bmp",230,270);
   }
  }
  break;
 case SDLK_DOWN:
  {

   if(btnState==0)
   {
    btnState=1;
    display_bmp1("btn1.bmp",230,225);
    display_bmp1("btn4.bmp",230,270);
   }

  }
  break;
 case SDLK_LEFT:
  {
   marry.direct=3;
   DrawSprite();
  }
  break;;
 case SDLK_RIGHT:
  {
   marry.direct=4;
   DrawSprite();
  }
  break;
 }
}

void PrintKeyInfo( SDL_KeyboardEvent *key )
{
        /* Is it a release or a press? */
        if( key->type == SDL_KEYUP )
            printf( "Release:- " );
        else
            printf( "Press:- " );

        /* Print the hardware scancode first */
        printf( "Scancode: 0x%02X", key->keysym.scancode );
        /* Print the name of the key */
        printf( ", Name: %s", SDL_GetKeyName( key->keysym.sym ) );
        /* We want to print the unicode info, but we need to make */
        /* sure its a press event first (remember, release events */
        /* don't have unicode info */
        if( key->type == SDL_KEYDOWN ){
            /* If the Unicode value is less than 0x80 then the */
            /* unicode value can be used to get a printable */
            /* representation of the key, using (char)unicode. */
            printf(", Unicode: " );
            if( key->keysym.unicode < 0x80 && key->keysym.unicode > 0 ){
                printf( "%c (0x%04X)", (char)key->keysym.unicode,
                        key->keysym.unicode );
            }
            else{
                printf( "? (0x%04X)", key->keysym.unicode );
            }
        }
        printf( "\n" );
        /* Print modifier info */
        //PrintModifiers( key->keysym.mod );

    }

void ClearScreen(SDL_Surface *surface)
{
 
 Uint32 color;
 if(SDL_MUSTLOCK(surface))
 {
  SDL_LockSurface(surface);
 }

 color=SDL_MapRGB(surface->format,0,0,0);
 SDL_FillRect(surface,NULL,color);

 if(SDL_MUSTLOCK(surface))
 {
  SDL_UnlockSurface(surface);
 }

 SDL_Flip(surface);
}

 

void setpixel(SDL_Surface *surface, int x, int y, Uint8 r, Uint8 g, Uint8 b)
{
  Uint8 *ubuff8;
  Uint16 *ubuff16;
  Uint32 *ubuff32;
  Uint32 color;
  char c1, c2, c3;
  
  /* Lock the screen, if needed */
  if(SDL_MUSTLOCK(surface)) {
    if(SDL_LockSurface(surface) < 0)
      return;
  }
  
  /* Get the color */
  color = SDL_MapRGB( surface->format, r, g, b );
  
  /* How we draw the pixel depends on the bitdepth */
  switch(surface->format->BytesPerPixel)
    {
    case 1:
      ubuff8 = (Uint8*) surface->pixels;
      ubuff8 += (y * surface->pitch) + x;
      *ubuff8 = (Uint8) color;
      break;

    case 2:
      ubuff8 = (Uint8*) surface->pixels;
      ubuff8 += (y * surface->pitch) + (x*2);
      ubuff16 = (Uint16*) ubuff8;
      *ubuff16 = (Uint16) color;
      break;

    case 3:
      ubuff8 = (Uint8*) surface->pixels;
      ubuff8 += (y * surface->pitch) + (x*3);
      

      if(SDL_BYTEORDER == SDL_LIL_ENDIAN) {
 c1 = (color & 0xFF0000) >> 16;
 c2 = (color & 0x00FF00) >> 8;
 c3 = (color & 0x0000FF);
      } else {
 c3 = (color & 0xFF0000) >> 16;
 c2 = (color & 0x00FF00) >> 8;
 c1 = (color & 0x0000FF);
      }

      ubuff8[0] = c3;
      ubuff8[1] = c2;
      ubuff8[2] = c1;
      break;
      
    case 4:
      ubuff8 = (Uint8*) surface->pixels;
      ubuff8 += (y*surface->pitch) + (x*4);
      ubuff32 = (Uint32*)ubuff8;
      *ubuff32 = color;
      break;
      
    default:
      fprintf(stderr, "Error: Unknown bitdepth!\n");
    }
  
  /* Unlock the screen if needed */
  if(SDL_MUSTLOCK(surface)) {
    SDL_UnlockSurface(surface);
  }
}


void DrawPicture(SDL_Surface* surface) {
  // Draw all the colors...

  int r = 255, g = 0, b = 255;
  int x, y;
  
  
  for(x = 0; x < surface->w; x++ ) {
    for( y = 0; y < surface->h; y++ ) {
      setpixel(surface, x, y, x, y, 0);
    }
  }
  
  SDL_Flip(surface);
}

void DrawSprite()
{
 
 SDL_TimerID timeID=SDL_AddTimer(500,displaySprite,NULL);
 
}

Uint32 displaySprite(Uint32 interval, void *param)
{

 SDL_Rect spriteRect;
 Uint32 tranColor;
 tranColor=SDL_MapRGB(pScreen->format,255,0,255);
 SDL_SetColorKey(pScreen,SDL_SRCCOLORKEY,tranColor);
 if(spriteRect.x<96)
 {
  spriteRect.x=+32;
 }
 else
 {
  spriteRect.x=0;
 }
 spriteRect.y=96;
 spriteRect.w=32;
 spriteRect.h=48;
 display_bmp2("char1.bmp",spriteRect,10,10);
 return 1;
}

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