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用Delphi + DirectX开发简单RPG游戏2
作者:武汉SEO闵涛  文章来源:敏韬网  点击数1061  更新时间:2009/4/23 18:25:43  文章录入:mintao  责任编辑:mintao

if u and l and not d and not r then MoveTo(MoveCount,DrUpLeft);
  if u and r and not l and not d then MoveTo(MoveCount,DrUpRight);
  if d and l and not r and not u then MoveTo(MoveCount,DrDownLeft);
  if d and r and not u and not l then MoveTo(MoveCount,DrDownRight);
  if d and not l and not r and not u then MoveTo(MoveCount,DrDown);
  if u and not l and not r and not d then MoveTo(MoveCount,DrUp);
  if l and not u and not r and not d then MoveTo(MoveCount,DrLeft);
  if r and not l and not u and not d then MoveTo(MoveCount,DrRight);
  {根据目的地来判断运动的方向,从而播放相应方向运动的动画}

  Collision; {检测碰撞}
  Engine.X := -X+Engine.Width div 2 - Width div 2;
  Engine.Y := -Y+Engine.Height div 2 - Height div 2;
  {移动引擎,从而是游戏人物处于舞台的正中央}
  end;

  procedure TMainForm.DXTimerTimer(Sender: TObject; LagCount: Integer);
  begin
  if not DXDraw.CanDraw then exit;
  {检测DXDraw是否可以画,否则退出}
  DXInput.Update;
  {捕捉各类设备输入,这里我们用来检测鼠标的输入}

  LagCount := 1000 div 60;
  {用来控制整个游戏运行速度的参数}
  DXSpriteEngine.Move(LagCount);
  DXSpriteEngine.Dead;

  DXDraw.Surface.Fill(0);
  {将整个屏幕填充为黑色}
  DXSpriteEngine.Draw;

  with DXDraw.Surface.Canvas do
  begin
  brush.style:=bsclear;
  pen.style:=psclear;
  pen.color:=clwhite;
  Font.Color:=clWhite;
  Font.Size:=10;

  textout(10,10,'Press ESC to Quit');
  textout(100,100,'X: '+IntToStr(AnchorX)+'Y: '+IntToStr(AnchorY));
 
 {鼠标点击的位置经转换后在游戏世界中的坐标}
  textout(100,200,'Sprit x:'+IntToStr(Trunc(PlayerSprite.x))+'Y: ' +IntToStr(Trunc(PlayerSprite.y)));
  {精灵在游戏世界中的坐标}
  textout(100,300,'Relative x:'+IntToStr(AnchorX-Trunc(PlayerSprite.x))+'Y: ' +IntToStr(AnchorY-Trunc            (PlayerSprite.y)));
  {精灵当前位置与目的地之间的绝对距离}
  textout(200,100,'Mouse x:'+IntToStr(MainForm.MouseX)+'Y: ' +IntToStr(MainForm.MouseY));
  {鼠标当前位置,相对于窗口左上角,未转换为游戏世界坐标}
  Release;
  end;
  {在字母上输出相应参数,用于程序调试}
  DXDraw.Flip;
  {将内存中的后台表面翻转到当前并且显示}
  end;

  procedure TMainForm.DXDrawFinalize(Sender: TObject);
  begin
  DXTimer.Enabled := False;
  {关闭定时器}
  end;

  procedure TMainForm.DXDrawInitialize(Sender: TObject);
  begin
  DXTimer.Enabled := True;
  {启动定时器}
  end;

  procedure TMainForm.FormCreate(Sender: TObject);
  begin
  Steps:=0;
  AnchorX:=0;
  AnchorY:=0;

  MouseX:=320;
  MouseY:=240;
  {默认使鼠标处于屏幕的中央}

  ImageList.Items.MakeColorTable;

  DXDraw.ColorTable := ImageList.Items.ColorTable;
  DXDraw.DefColorTable := ImageList.Items.ColorTable;
  DXDraw.UpdatePalette;
  {更新系统调色板}

BackSprite:=TBackgroundSprite.Create(DXSpriteEngine.Engine);
  with TBackgroundSprite(BackSprite) do
  begin
  SetMapSize(1, 1);{设定背景显示样式为1×1}
  Image := ImageList.Items.Find('background'); {载入背景图片}
  Z := -2; {设定背景层次}
  Tile := True; {设定背景填充样式为平铺}
  end;

  PlayerSprite := TPlayerSprite.Create(DXSpriteEngine.Engine);
  with TPlayerSprite(PlayerSprite) do
  begin
  Image := ImageList.Items.Find('player');
  Z := 2;
  Width := Image.Width;
  Height := Image.Height;
  end;
  {载入游戏人物}
  end;

  procedure TMainForm.FormKeyDown(Sender: TObject; var Key: Word;
  Shift: TShiftState);
  begin
  {如果按了Esc,则退出}
  if Key=VK_ESCAPE then
  Close;

  {全屏模式和窗口模式的切换}
  if (ssAlt in Shift) and (Key=VK_RETURN) then
  begin
  DXDraw.Finalize;

  if doFullScreen in DXDraw.Options then
  begin
  RestoreWindow;

  DXDraw.Cursor := crNone;
  BorderStyle := bsSizeable;
  DXDraw.Options := DXDraw.Options - [doFullScreen];
  end else
  begin
  StoreWindow;

  DXDraw.Cursor := crNone;
  BorderStyle := bsNone;
  DXDraw.Options := DXDraw.Options + [doFullScreen];
  end;
 
  DXDraw.Initialize;
  end;
  end;

  procedure TMainForm.DXDrawMouseDown(Sender: TObject; Button: TMouseButton;
  Shift: TShiftState; X, Y: Integer);
  begin
  AnchorX := x + Trunc(PlayerSprite.x)-320;
  AnchorY := y + Trunc(PlayerSprite.y)-240;
  {将鼠标在屏幕上点击的位置转换到游戏世界中}
  PlayerSprite.CanMove:=True;
  {此参数允许鼠标拖动}
  end;

  procedure TMainForm.DXDrawMouseMove(Sender: TObject; Shift: TShiftState; X,
  Y: Integer);
  begin
  if PlayerSprite.CanMove then
  begin
  AnchorX := x + Trunc(PlayerSprite.x)-320;
  AnchorY := y + Trunc(PlayerSprite.y)-240;
  {在鼠标拖动过程中将鼠标在屏幕上点击的位置转换到游戏世界中}
  end;

  MouseX:=X;
  MouseY:=Y;
  {鼠标当前位置}
  end;

  procedure TMainForm.DXDrawMouseUp(Sender: TObject; Button: TMouseButton;
  Shift: TShiftState; X, Y: Integer);
  begin
  PlayerSprite.CanMove:=False;
  end;

  procedure TMainForm.FormClose(Sender: TObject; var Action: TCloseAction);
  begin
  DXSpriteEngine.Free;
  end;

  procedure TPlayerSprite.MoveTo(MoveCount: Integer; Direction: TDirection);
  begin
  {控制精灵往各个方向移动}
  case Direction of
  DrUp:
  begin
  Y := Y-(150/1000)*MoveCount;
  Inc(steps);
  AnimPos:=steps div speed+20+1;
  {当前动画中播放的图片序号}


if steps>4*speed-2 then steps:=0;
  end;
  DrDown:
  begin
  Y := Y+(150/1000)*MoveCount;
  Inc(steps);
  AnimPos:=steps div speed+1;
  if steps> 4*speed-2 then steps:=0;
  end;
  DrLeft:
  begin
  X := X-(150/1000)*MoveCount;
  Inc(steps);
  AnimPos:=steps div speed+10+1;
  if steps>4*speed-2 then steps:=0;
  end;
  DrRight:
  begin
  X := X+(150/1000)*MoveCount;
  Inc(steps);
  AnimPos:=steps div speed+30+1;
  if steps>4*speed-2 then steps:=0;
  end;
  DrUpLeft:
  begin
  X := X-(150/1000)*MoveCount;
  Y := Y-(150/1000)*MoveCount;
  Inc(steps);
  AnimPos:=steps div speed+15+1;
  if steps>4*speed-2 then steps:=0;
  end;
  DrUpRight:
  begin
  X := X+(150/1000)*MoveCount;
  Y := Y-(150/1000)*MoveCount;
  Inc(steps);
  AnimPos:=steps div speed+25+1;
  if steps>4*speed-2 then steps:=0;
  end;
  DrDownLeft:
  begin
  X := X-(150/1000)*MoveCount;
  Y := Y+(150/1000)*MoveCount;
  Inc(steps);
  AnimPos:=steps div speed+5+1;
  if steps>4*speed-2 then steps:=0;
  end;
  DrDownRight:
  begin
  X := X + (150/1000)*MoveCount;
  Y := Y + (150/1000)*MoveCount;
  Inc(steps);
  AnimPos:=steps div speed+35+1;
  if steps>4*speed-2 then steps:=0;
  end;
  end;
  end;

  end.

  后记

  通过以上的讲解和例子,相信大家已经对 Delphi 下的 DirectX 游戏开发有了初步的概念。国内讲解开发 DirectX 游戏的权威资料很少,如果这篇讲解可以起到抛砖引玉的效果的话,我将再高兴不过了。本文部分内容借鉴了国外一些游戏开发网站的技术文档,在此一并致谢。如果各位有什么问题需要和我交流,请发信至eagle_california@yahoo.com。
  源程序下载地址:http://www.cfan.com.cn/11PROGRAM/200312/0312yde.zip
 
 
 作者:郭磊

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