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📄 stank.cpp

📁 超级坦克大战游戏
💻 CPP
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// STank.cpp : Defines the entry point for the application.
//

#include "StdAfx.h"
#include "STank.h"
#include "resource.h"
#include "Game.h"

#define MAX_LOADSTRING 100

// Global Variables:
HINSTANCE hInst;
TCHAR szTitle[] = "Super Tank";
TCHAR szWindowClass[] = "STANT";
HWND hWndMain;
CGame *pGame;


// Foward declarations of functions included in this code module:
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);

int APIENTRY WinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPSTR     lpCmdLine,
                     int       nCmdShow)
{
 	// TODO: Place code here.
	MSG msg;

	MyRegisterClass(hInstance);

	// Perform application initialization:
	if (!InitInstance (hInstance, nCmdShow)) 
	{
		return FALSE;
	}

	//Set timer
	if(!SetTimer(hWndMain,2000,2,NULL)) return(FALSE);

	pGame=GetTheGame();
	pGame->SetWnd(hWndMain);
	if(!pGame->InitGame()) return FALSE;

	// Main message loop:
	while (GetMessage(&msg, NULL, 0, 0)) 
	{
		TranslateMessage(&msg);
//		DefWindowProc(msg.hwnd, msg.message, msg.wParam, msg.lParam);
		DispatchMessage(&msg);
	}

	return msg.wParam;
}



//
//  FUNCTION: MyRegisterClass()
//
//  PURPOSE: Registers the window class.
//
//  COMMENTS:
//
//    This function and its usage is only necessary if you want this code
//    to be compatible with Win32 systems prior to the 'RegisterClassEx'
//    function that was added to Windows 95. It is important to call this function
//    so that the application will get 'well formed' small icons associated
//    with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(WNDCLASSEX); 

	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= (WNDPROC)WndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= 0;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= LoadIcon(hInstance, (LPCTSTR)IDI_STANK);
	wcex.hCursor		= LoadCursor(NULL,IDC_ARROW);
	wcex.hbrBackground	= NULL;
	wcex.lpszMenuName	= NULL;
	wcex.lpszClassName	= szWindowClass;
	wcex.hIconSm		= LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);

	return RegisterClassEx(&wcex);
}

//
//   FUNCTION: InitInstance(HANDLE, int)
//
//   PURPOSE: Saves instance handle and creates main window
//
//   COMMENTS:
//
//        In this function, we save the instance handle in a global variable and
//        create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
   HWND hWnd;

   hInst = hInstance; // Store instance handle in our global variable

   hWnd = CreateWindow(szWindowClass, szTitle, WS_POPUP, //WS_SYSMENU,//WS_POPUP,//WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);

   hWndMain=hWnd;
   if (!hWnd)
   {
      return FALSE;
   }

   ShowWindow(hWnd, nCmdShow);
   UpdateWindow(hWnd);

   return TRUE;
}

//
//  FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
//  PURPOSE:  Processes messages for the main window.
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch (message) 
	{
	case WM_KEYDOWN:
		switch(wParam)
		{
		case VK_DELETE:
			pGame->KeyDel=true;
			break;
		case VK_NEXT:
			pGame->KeyPGD=true;
			break;
		case VK_PRIOR:
			pGame->KeyPGU=true;
			break;
		case VK_ESCAPE:
//			PostQuitMessage(0);
			pGame->KeyESC=true;
			break;
		case VK_LEFT:
			if(pGame->Keyboard1&11)break;
			pGame->Keyboard1|=4;
			break;
		case VK_RIGHT:
			if(pGame->Keyboard1&7)break;
			pGame->Keyboard1|=8;
			break;
		case VK_UP:
			if(pGame->Keyboard1&14)break;
			pGame->Keyboard1|=1;
			break;
		case VK_DOWN:
			if(pGame->Keyboard1&13)break;
			pGame->Keyboard1|=2;
			break;
		case VK_RETURN:
			pGame->keyENTER=true;
			break;
		case VK_CONTROL:
			pGame->Keyboard1|=KEY_FIRE;
			break;
		}
		break;
	case WM_KEYUP:
		switch(wParam)
		{
		case VK_DELETE:
			pGame->KeyDel=false;
		case VK_NEXT:
			pGame->KeyPGD=false;
			break;
		case VK_PRIOR:
			pGame->KeyPGU=false;
			break;
		case VK_ESCAPE:
			pGame->KeyESC=false;
			break;
		case VK_LEFT:
			pGame->Keyboard1&=251;
			break;
		case VK_RIGHT:
			pGame->Keyboard1&=247;
			break;
		case VK_UP:
			pGame->Keyboard1&=254;
		case VK_DOWN:
			pGame->Keyboard1&=253;
		case VK_RETURN:
			pGame->keyENTER=false;
		case VK_CONTROL:
			pGame->Keyboard1&=239;
			break;
		}
		break;
	case WM_MOUSEMOVE:
		pGame->SetMove(true);
		pGame->SetPoint(LOWORD(lParam),HIWORD(lParam));
		break;
	case WM_LBUTTONDOWN:
		pGame->SetMove(false);
		pGame->SetPoint(LOWORD(lParam),HIWORD(lParam));
		pGame->Click(1);
		break;
	case WM_LBUTTONUP:
		pGame->SetPoint(LOWORD(lParam),HIWORD(lParam));
		pGame->Click(2);
		break;
	case WM_RBUTTONDOWN:
		pGame->SetPoint(LOWORD(lParam),HIWORD(lParam));
		pGame->Click(3);
		break;
	case WM_RBUTTONUP:
		pGame->SetPoint(LOWORD(lParam),HIWORD(lParam));
		pGame->Click(2);
		break;
	case WM_TIMER:
		pGame->OnTimer();
		break;
	case WM_SETCURSOR:
        SetCursor(NULL);
		break;
	case WM_DESTROY:
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
   }
   return 0;
}

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