// PhilVaz Animation Bitmap Demo // Megaman Run and Jump // Full Screen DirectDraw demo // Feb 17, 2004 // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN #include // include all the windows headers #include // include useful macros #include // for DirectDraw #include // for rand functions #include #include #include // include DirectDraw #include "ddutil.h" // for DDLoadBitmap #include "Megaman3.h" // DEFINES //////////////////////////////////////////////// // defines for windows #define WINDOW_CLASS_NAME "WINCLASS1" #define WINDOW_WIDTH 800 // size of game window #define WINDOW_HEIGHT 600 #define WINDOW_BPP 16 // bits per pixel #define GAME_SPEED 30 // speed of game (increase to go slower) #define MEG_SPEED 8 // x speed of Megaman animation #define MEG_DELAY 3 // delay between frames #define JUMP_SPEED 13 // initial y speed of jump #define GRAVITY_FRICTION 1 // gravity slow down or acceleration for jumps // MACROS ///////////////////////////////////////////////// #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // GLOBALS //////////////////////////////////////////////// HWND game_window = NULL; // global game window handle HINSTANCE game_instance = NULL; // global game instance handle // DirectDraw variables LPDIRECTDRAW game_draw_main = NULL; // dd main object LPDIRECTDRAWSURFACE game_draw_surface = NULL; // dd primary surface LPDIRECTDRAWSURFACE game_draw_back = NULL; // dd back surface DDSURFACEDESC game_draw_desc; // dd surface description DDSCAPS game_draw_caps; // dd surface capabilities DDBLTFX back_fill; // to clear back buffer to black bool draw_ok; // for whether DirectDraw initialized ok int xbmp, ybmp; // BMP x and y position int xlimit, ylimit; // BMP limits for x and y int xmove, ymove; // x and y vector movement int meg_pos; // animation position (0 to 9) int meg_dir; // facing direction (0 or 10) int meg_countdown; // for countdown delay between frames // for bitmap animations and backgrounds, bmp dd surfaces LPDIRECTDRAWSURFACE hbmp[20]; LPDIRECTDRAWSURFACE hearth; RECT bmp_rect = {0, 0, 53, 48}; // bmp anim 53 x 48 RECT earth_rect = {0, 0, 235, 253}; // earth background 235 x 253 // FUNCTIONS //////////////////////////////////////////////////////////// bool GameInit(); void GameMain(); void GameQuit(); // WINPROC ///////////////////////////////////////////////////////////// LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { // this is the main message handler of the system HDC hdc; // handle to a device context PAINTSTRUCT ps; // used in WM_PAINT switch(msg) // what is the message { case WM_CREATE: { // do initialization stuff here return(0); // return success } break; case WM_PAINT: { hdc = BeginPaint(hwnd, &ps); // validate the window EndPaint(hwnd, &ps); return(0); // return success } break; case WM_DESTROY: { PostQuitMessage(0); // kill the application, sends a WM_QUIT message return(0); // return success } break; default:break; } // end switch // process default messages return (DefWindowProc(hwnd, msg, wparam, lparam)); } // end WinProc // WINMAIN //////////////////////////////////////////////// int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow) { WNDCLASSEX winclass; // this will hold the class we create HWND hwnd; // generic window handle MSG msg; // generic message // first fill in the window class structure winclass.cbSize = sizeof(WNDCLASSEX); winclass.style = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW; winclass.lpfnWndProc = WinProc; winclass.cbClsExtra = 0; winclass.cbWndExtra = 0; winclass.hInstance = hinstance; winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); winclass.hCursor = LoadCursor(NULL, IDC_ARROW); winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); winclass.lpszMenuName = NULL; winclass.lpszClassName = WINDOW_CLASS_NAME; // save the game instance handle game_instance = hinstance; // register the window class if (!RegisterClassEx(&winclass)) return(0); // create the window if (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class "Megaman3 Animation DD", // title WS_POPUP | WS_VISIBLE, // use POPUP for full screen 0,0, // initial game window x,y WINDOW_WIDTH, // initial game width WINDOW_HEIGHT, // initial game height NULL, // handle to parent NULL, // handle to menu hinstance, // instance of this application NULL))) // extra creation parms return(0); // save the game window handle game_window = hwnd; draw_ok = GameInit(); // game initialization function called here // enter main event loop using PeekMessage() to retrieve messages while(TRUE) { // get initial tick count to keep game speed constant DWORD start_tick = GetTickCount(); // is there a message in queue, if so get it if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { // test if this is a quit if (msg.message == WM_QUIT) break; // translate any accelerator keys TranslateMessage(&msg); // send the message to WinProc DispatchMessage(&msg); } // end if GameMain(); // game main processing function called here // check for key and send quit game if (KEYDOWN(VK_ESCAPE)) SendMessage (hwnd, WM_CLOSE, 0, 0); // wait until we hit correct game speed frame rate while ((GetTickCount() - start_tick) < GAME_SPEED); } // end while GameQuit(); // game quit function and clean up before exit called here return(msg.wParam); // return to Windows } // end WinMain // BEGIN GAME CODE //////////////////////////////////////// /////////////////////////////////////////////////////////// // // GAME INITIALIZATION // /////////////////////////////////////////////////////////// bool GameInit() { // set x and y screen limits xlimit = WINDOW_WIDTH - 60; ylimit = WINDOW_HEIGHT - 60; // set initial position of megaman Bitmap xbmp = WINDOW_WIDTH / 2; ybmp = ylimit; xmove = 0; ymove = 0; // initial x and y vector movement zero meg_pos = 1; // start at first animation position meg_dir = 0; // facing to the right meg_countdown = MEG_DELAY; // temporary change to full screen mode -- initialize DirectDraw // first create base IDirectDraw interface if (FAILED(DirectDrawCreate(NULL, &game_draw_main, NULL))) { MessageBox(game_window, "DirectDraw could not be initialized -- Create Error","DirectDraw Error",MB_OK); return FALSE; // error returned } // set cooperation to full screen if (FAILED(IDirectDraw_SetCooperativeLevel(game_draw_main, game_window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN))) { MessageBox(game_window, "DirectDraw could not be initialized -- Cooperative Level Error","DirectDraw Error",MB_OK); return FALSE; // error returned } // set display mode to specific resolution if (FAILED(IDirectDraw_SetDisplayMode(game_draw_main, WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP))) { MessageBox(game_window, "DirectDraw could not be initialized -- Screen Resolution Not Available","DirectDraw Error",MB_OK); return FALSE; // error returned } // create the primary surface with a back buffer ZeroMemory(&game_draw_desc, sizeof(game_draw_desc)); // clear out surface description game_draw_desc.dwSize = sizeof(game_draw_desc); game_draw_desc.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; game_draw_desc.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; game_draw_desc.dwBackBufferCount = 1; if (FAILED(IDirectDraw_CreateSurface(game_draw_main, &game_draw_desc, &game_draw_surface, NULL))) { MessageBox(game_window, "DirectDraw could not be initialized -- Primary Surface Error","DirectDraw Error",MB_OK); return FALSE; // error returned } // get the pointer to the back buffer game_draw_caps.dwCaps = DDSCAPS_BACKBUFFER; if (FAILED(IDirectDrawSurface_GetAttachedSurface(game_draw_surface, &game_draw_caps, &game_draw_back))) { MessageBox(game_window, "DirectDraw could not be initialized -- Back Surface Error","DirectDraw Error",MB_OK); return FALSE; // error returned } // load the BMP Megaman surface animations, checking for error hbmp[0] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG00),0,0); hbmp[1] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG01),0,0); hbmp[2] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG02),0,0); hbmp[3] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG03),0,0); hbmp[4] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG04),0,0); hbmp[5] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG05),0,0); hbmp[6] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG06),0,0); hbmp[7] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG07),0,0); hbmp[8] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG08),0,0); hbmp[9] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG09),0,0); hbmp[10] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG10),0,0); hbmp[11] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG11),0,0); hbmp[12] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG12),0,0); hbmp[13] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG13),0,0); hbmp[14] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG14),0,0); hbmp[15] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG15),0,0); hbmp[16] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG16),0,0); hbmp[17] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG17),0,0); hbmp[18] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG18),0,0); hbmp[19] = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_MEG19),0,0); hearth = DDLoadBitmap(game_draw_main,MAKEINTRESOURCE(BMP_EARTH),0,0); ZeroMemory(&back_fill,sizeof(back_fill)); // set up back fill for clear background back_fill.dwSize = sizeof(back_fill); back_fill.dwFillColor = RGB(0,0,0); MessageBox(game_window, "DirectDraw Initialized Okay -- Entering GameMain Loop","DirectDraw OK",MB_OK); return TRUE; // success } // END OF GameInit /////////////////////////////////////////////////////////// // // GAME MAIN LOOP AND PROCESSING // /////////////////////////////////////////////////////////// void GameMain() { // clear the back buffer to black if (draw_ok) IDirectDrawSurface_Blt(game_draw_back,NULL,NULL,NULL,DDBLT_COLORFILL | DDBLT_WAIT, &back_fill); // draw Megaman animation and backgrounds to back buffer if (draw_ok) { IDirectDrawSurface_BltFast(game_draw_back,1,1,hearth,&earth_rect,DDBLTFAST_WAIT); IDirectDrawSurface_BltFast(game_draw_back,xbmp,ybmp,hbmp[meg_pos + meg_dir],&bmp_rect,DDBLTFAST_WAIT); } meg_countdown--; if (meg_countdown == 0) { if (ymove != 0) // we are in the air { ybmp += ymove; if (ybmp > ylimit) { ybmp = ylimit; ymove = 0; // we hit the ground } if (ymove < 0) { ymove += GRAVITY_FRICTION; if (ymove >= 0) ymove = GRAVITY_FRICTION; // begin fall } else if (ymove > 0) { ymove += GRAVITY_FRICTION; } } // end of if in the air if (KEYDOWN(VK_RIGHT)) { meg_dir = 0; if (ymove == 0) meg_pos++; xbmp += MEG_SPEED; if (xbmp > xlimit) xbmp = xlimit; } else if (KEYDOWN(VK_LEFT)) { meg_dir = 10; if (ymove == 0) meg_pos++; xbmp -= MEG_SPEED; if (xbmp < 1) xbmp = 1; } else if (ymove == 0) { meg_pos = 1; } if (KEYDOWN(VK_CONTROL) && ymove == 0) // allow jump if not in the air already { meg_pos = 9; // in the air animation frame ymove = -JUMP_SPEED; // jump up in negative y } if (meg_pos > 9) meg_pos = 0; meg_countdown = MEG_DELAY; } // end if countdown = 0 // copy/flip back buffer to front buffer if (draw_ok) IDirectDrawSurface_Flip(game_draw_surface,NULL,DDFLIP_WAIT); } // END OF GameMain /////////////////////////////////////////////////////////// // // GAME QUIT AND CLEAN UP // /////////////////////////////////////////////////////////// void GameQuit() { int i; // release/delete the bmp dd surfaces for (i = 0; i < 20; i++) { if (hbmp[i]) IDirectDrawSurface_Release(hbmp[i]); } if (hearth) IDirectDrawSurface_Release(hearth); // release/delete the primary and back dd surfaces if (game_draw_back) IDirectDrawSurface_Release(game_draw_back); if (game_draw_surface) IDirectDrawSurface_Release(game_draw_surface); // release/delete the IDirectDraw interface if (game_draw_main) { IDirectDraw_Release(game_draw_main); game_draw_main = NULL; } } // END OF GameQuit // END GAME CODE //////////////////////////////////////////