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植物大战僵尸:实现屏幕绘制字体

作者:互联网

植物大战僵尸这款游戏可以说是很多90后的回忆了,基本上只要是90后或多或少的都接触过,而玩游戏与制作辅助是两个概念,今天我将给大家分享一些游戏辅助方面的制作技巧,之所以使用植物大战僵尸这款游戏是因为游戏简单容易分析,且不需要考虑驱动保护版权等相应的问题,这里我会把我的分析思路分享出来,来供大家参考。

先上效果图:

新建一个空项目,根据自己的D3D库路径导入D3D库(这里是用DrectX9,手贱画了三根线,不用理):

新建一个预编译.h头文件:

#pragma once
 
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#include <dwmapi.h>
#pragma comment(lib, "dwmapi.lib")
 
#include <iostream>
#include<Windows.h>
 
using namespace std;

D3D绘制.h:

#pragma once
#include"预编译.h"
 
/*
D3D相关的一些东西
如果不想用static变量用全局变量的话,千万别再头文件声明,在cpp文件声明后
再在头文件extern 类型名 变量名
*/
static MARGINS Margin;
static LPDIRECT3D9              g_pD3D = NULL;
static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS    g_d3dpp = {};
static ID3DXLine* pLine = 0;
static ID3DXFont* Font;
 
static HWND 辅助窗口句柄, GameHwnd;
static RECT 窗口矩形;
static int 窗口宽, 窗口高;
 
//注册窗口需要用到的窗口类
static WNDCLASSEX wClass;
 
 
//画矩形,文字之类的单独放在这个函数里
typedef void(*Draw)();
static Draw Render;
 
 
//窗口消息处理函数
LRESULT WinProc(HWND hWnd, UINT Message, WPARAM wParam, LPARAM lParam);
 
bool 初始化D3D();
 
void 创建透明窗口(HWND 游戏窗口句柄, Draw 绘制函数);
 
void 窗口消息循环();
 
void 画线(D3DCOLOR Color, float X1, float Y1, float X2, float Y2, float Width);
 
void 绘制文字(float X, float Y, const char* Str, D3DCOLOR Color);
 
void 画框(float X, float Y, float W, float H, float Width, D3DCOLOR Color);
 
void 绘制开始();
 
void 绘制结束();

D3D绘制.cpp:

#include "D3D绘制.h"
 
bool 初始化D3D()
{
	/*
	D3D这玩意比较复杂,如果单纯是想搞点辅助什么的,复制粘贴我的足够了,
	如果想深入学习,可能得另找资料了,下面的这些基本是固定的,想知道是用来干啥的
	可以自行百度,我这个人比较懒。。。
	*/
 
	if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
		return false;
 
	// 创建D3D设备
	ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
	g_d3dpp.Windowed = TRUE;
	g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
	g_d3dpp.EnableAutoDepthStencil = TRUE;
	g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
	g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
	if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 辅助窗口句柄, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
		return false;
 
	if (pLine == NULL)
		D3DXCreateLine(g_pd3dDevice, &pLine);
 
	//创建D3D字体
	D3DXCreateFontW(g_pd3dDevice, 16, 0, FW_DONTCARE, D3DX_DEFAULT, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, FF_DONTCARE, L"Vernada", &Font);
 
	return true;
}
 
void 创建透明窗口(HWND 游戏窗口句柄, Draw 绘制函数)
{
	if (绘制函数 == NULL || 游戏窗口句柄 == 0) return;
 
	GameHwnd = 游戏窗口句柄;
	Render = 绘制函数;
 
	//初始化窗口类
	wClass.cbClsExtra = NULL;
	wClass.cbSize = sizeof(WNDCLASSEX);
	wClass.cbWndExtra = NULL;
	wClass.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(0, 0, 0));
	wClass.hCursor = LoadCursor(0, IDC_ARROW);
	wClass.hIcon = LoadIcon(0, IDI_APPLICATION);
	wClass.hIconSm = LoadIcon(0, IDI_APPLICATION);
	wClass.hInstance = GetModuleHandle(NULL);
	wClass.lpfnWndProc = (WNDPROC)WinProc;
	wClass.lpszClassName = L" ";
	wClass.lpszMenuName = L" ";
	wClass.style = CS_VREDRAW | CS_HREDRAW;
 
	//注册窗口
	if (RegisterClassEx(&wClass) == 0)
	{
		MessageBox(NULL, L"创建窗口出错!", L"提示!", 0);
		exit(1);
	}
 
	//创建窗口
	GetWindowRect(GameHwnd, &窗口矩形);
	窗口宽 = 窗口矩形.right - 窗口矩形.left;
	窗口高 = 窗口矩形.bottom - 窗口矩形.top;
	辅助窗口句柄 = CreateWindowEx(WS_EX_TOPMOST | WS_EX_TRANSPARENT | WS_EX_LAYERED, L" ", L" ", WS_POPUP, 1, 1, 窗口宽, 窗口高, 0, 0, 0, 0);
 
	//显示窗口
	SetLayeredWindowAttributes(辅助窗口句柄, 0, RGB(0, 0, 0), LWA_COLORKEY);
	ShowWindow(辅助窗口句柄, SW_SHOW);
 
	初始化D3D();
}
 
void 窗口消息循环()
{
	while (1)
	{
		//使辅助窗口一直盖在游戏窗口上
		if (GameHwnd)
		{
			GetWindowRect(GameHwnd, &窗口矩形);
			窗口宽 = 窗口矩形.right - 窗口矩形.left;
			窗口高 = 窗口矩形.bottom - 窗口矩形.top;
			DWORD dwStyle = GetWindowLong(GameHwnd, GWL_STYLE);
			if (dwStyle & WS_BORDER)
			{
				窗口矩形.top += 23;
				窗口高 -= 23;
			}
			MoveWindow(辅助窗口句柄, 窗口矩形.left, 窗口矩形.top, 窗口宽, 窗口高, true);
		}
 
		//处理窗口消息
		MSG Message;
		ZeroMemory(&Message, sizeof(Message));
		if (PeekMessage(&Message, 0, 0, 0, PM_REMOVE))
		{
			DispatchMessage(&Message);
			TranslateMessage(&Message);
		}
 
		Sleep(1);
	}
 
 
	if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
	if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
	CloseWindow(辅助窗口句柄);
 
	::UnregisterClass(wClass.lpszClassName, wClass.hInstance);
}
 
LRESULT WinProc(HWND hWnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
	switch (Message)
	{
	case WM_PAINT:
		if(g_pd3dDevice)Render();//就是这里调用了我们的画框画线之类的函数
		break;
 
	case WM_CREATE:
		DwmExtendFrameIntoClientArea(hWnd, &Margin);
		break;
 
	case WM_DESTROY:
	{
		g_pD3D->Release();
		g_pd3dDevice->Release();
		exit(1);
		return 0;
	}
	default:
		return DefWindowProc(hWnd, Message, wParam, lParam);
		break;
	}
	return 0;
}
 
void 画线(D3DCOLOR Color, float X1, float Y1, float X2, float Y2, float Width)
{
	D3DXVECTOR2 Vertex[2] = { {X1,Y1},{X2,Y2} };
	pLine->SetWidth(Width);
	pLine->Draw(Vertex, 2, Color);
}
 
void 绘制文字(float X, float Y, const char* Str, D3DCOLOR Color)
{
	RECT Rect = { (LONG)X,(LONG)Y };
	Font->DrawTextA(NULL, Str, -1, &Rect, DT_CALCRECT, Color);
	Font->DrawTextA(NULL, Str, -1, &Rect, DT_LEFT, Color);
}
 
void 画框(float X, float Y, float W, float H, float Width, D3DCOLOR Color)
{
	D3DXVECTOR2 Vertex[5] = { {X,Y},{X + W,Y},{X + W,Y + H},{X,Y + H},{X,Y} };
	pLine->SetWidth(Width);
	pLine->Draw(Vertex, 5, Color);
}
 
void 绘制开始()
{
	g_pd3dDevice->Clear(0, 0, D3DCLEAR_TARGET, 0, 1.0f, 0);
	g_pd3dDevice->BeginScene();
}
 
void 绘制结束()
{
	g_pd3dDevice->EndScene();
	g_pd3dDevice->Present(0, 0, 0, 0);
}

调用例子:

#include"D3D绘制.h"
 
int 线粗 = 2;
D3DCOLOR 红色 = D3DCOLOR_ARGB(255, 255, 255, 255);
 
void 绘制()
{
	绘制开始();
	画线(D3DCOLOR_ARGB(255, 0, 0, 255), 20, 20, 66, 66,线粗);
	画框(100, 100, 100, 100, 线粗, D3DCOLOR_ARGB(255, 255, 255, 0));
	绘制文字(200, 200, "吾无法无天", D3DCOLOR_ARGB(255, 255, 0, 255));
	绘制结束();
}
 
HWND 游戏窗口 = (HWND)0x50A00;
void 开始()
{
	创建透明窗口(游戏窗口, 绘制);
	窗口消息循环();
}
 
int main()
{
	CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)开始, NULL, 0, NULL);
 
	while (1)
	{
		cout << "输入233关闭:" << endl;
		int a=0;
		cin >> a;
		if (a == 233)
		{
			return 0;
		}
	}
 
	return 0;
}

标签:窗口,void,float,wClass,字体,屏幕,NULL,绘制,D3D
来源: https://www.cnblogs.com/LyShark/p/15019108.html