brainiac.cpp

来自「《24小时教会你游戏编程》上的源码」· C++ 代码 · 共 186 行

CPP
186
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//-----------------------------------------------------------------
// Brainiac Application
// C++ Source - Brainiac.cpp
//-----------------------------------------------------------------

//-----------------------------------------------------------------
// Include Files
//-----------------------------------------------------------------
#include "Brainiac.h"

//-----------------------------------------------------------------
// Game Engine Functions
//-----------------------------------------------------------------
BOOL GameInitialize(HINSTANCE hInstance)
{
  // Create the game engine
  _pGame = new GameEngine(hInstance, TEXT("Brainiac"),
    TEXT("Brainiac"), IDI_BRAINIAC, IDI_BRAINIAC_SM, 528, 508);
  if (_pGame == NULL)
    return FALSE;
  
  // Set the frame rate
  _pGame->SetFrameRate(1);

  // Store the instance handle
  _hInstance = hInstance;

  return TRUE;
}

void GameStart(HWND hWindow)
{
  // Seed the random number generator
  srand(GetTickCount());

  // Create and load the tile bitmaps
  HDC hDC = GetDC(hWindow);
  _pTiles[0] = new Bitmap(hDC, IDB_TILEBLANK, _hInstance);
  _pTiles[1] = new Bitmap(hDC, IDB_TILE1, _hInstance);
  _pTiles[2] = new Bitmap(hDC, IDB_TILE2, _hInstance);
  _pTiles[3] = new Bitmap(hDC, IDB_TILE3, _hInstance);
  _pTiles[4] = new Bitmap(hDC, IDB_TILE4, _hInstance);
  _pTiles[5] = new Bitmap(hDC, IDB_TILE5, _hInstance);
  _pTiles[6] = new Bitmap(hDC, IDB_TILE6, _hInstance);
  _pTiles[7] = new Bitmap(hDC, IDB_TILE7, _hInstance);
  _pTiles[8] = new Bitmap(hDC, IDB_TILE8, _hInstance);

  // Clear the tile states and images
  for (int i = 0; i < 4; i++)
    for (int j = 0; j < 4; j++)
    {
      _bTileStates[i][j] = FALSE;
      _iTiles[i][j] = 0;
    }

  // Initialize the tile images randomly
  for (int i = 0; i < 2; i++)
    for (int j = 1; j < 9; j++)
    {
      int x = rand() % 4;
      int y = rand() % 4;
      while (_iTiles[x][y] != 0)
      {
        x = rand() % 4;
        y = rand() % 4;
      }
      _iTiles[x][y] = j;
    }

  // Initialize the tile selections and match/try count
  _ptTile1.x = _ptTile1.y = -1;
  _ptTile2.x = _ptTile2.y = -1;
  _iMatches = _iTries = 0;
}

void GameEnd()
{
  // Cleanup the tile bitmaps
  for (int i = 0; i < 9; i++)
    delete _pTiles[i];

  // Cleanup the game engine
  delete _pGame;
}

void GameActivate(HWND hWindow)
{
}

void GameDeactivate(HWND hWindow)
{
}

void GamePaint(HDC hDC)
{
  // Draw the tiles
  int iTileWidth = _pTiles[0]->GetWidth();
  int iTileHeight = _pTiles[0]->GetHeight();
  for (int i = 0; i < 4; i++)
    for (int j = 0; j < 4; j++)
      if (_bTileStates[i][j] || ((i == _ptTile1.x) && (j == _ptTile1.y)) ||
        ((i == _ptTile2.x) && (j == _ptTile2.y)))
        _pTiles[_iTiles[i][j]]->Draw(hDC, i * iTileWidth, j * iTileHeight,
          TRUE);
      else
        _pTiles[0]->Draw(hDC, i * iTileWidth, j * iTileHeight, TRUE);
}

void GameCycle()
{
}

void HandleKeys()
{
}

void MouseButtonDown(int x, int y, BOOL bLeft)
{
  // Determine which tile was clicked
  int iTileX = x / _pTiles[0]->GetWidth();
  int iTileY = y / _pTiles[0]->GetHeight();

  // Make sure the tile hasn't already been matched
  if (!_bTileStates[iTileX][iTileY])
  {
    // See if this is the first tile selected
    if (_ptTile1.x == -1)
    {
      // Set the first tile selection
      _ptTile1.x = iTileX;
      _ptTile1.y = iTileY;
    }
    else if ((iTileX != _ptTile1.x) || (iTileY != _ptTile1.y))
    {
      if (_ptTile2.x == -1)
      {
        // Increase the number of tries
        _iTries++;

        // Set the second tile selection
        _ptTile2.x = iTileX;
        _ptTile2.y = iTileY;

        // See if it's a match
        if (_iTiles[_ptTile1.x][_ptTile1.y] == _iTiles[_ptTile2.x][_ptTile2.y])
        {
          // Set the tile state to indicate the match
          _bTileStates[_ptTile1.x][_ptTile1.y] = TRUE;
          _bTileStates[_ptTile2.x][_ptTile2.y] = TRUE;

          // Clear the tile selections
          _ptTile1.x = _ptTile1.y = _ptTile2.x = _ptTile2.y = -1;

          // Update the match count and check for winner
          if (++_iMatches == 8)
          {
            TCHAR szText[64];
            wsprintf(szText, "You won in %d tries.", _iTries);
            MessageBox(_pGame->GetWindow(), szText, TEXT("Brainiac"), MB_OK);
          }
        }
      }
      else
      {
        // Clear the tile selections
        _ptTile1.x = _ptTile1.y = _ptTile2.x = _ptTile2.y = -1;
      }
    }

    // Force a repaint to update the tile
    InvalidateRect(_pGame->GetWindow(), NULL, FALSE);
  }
}

void MouseButtonUp(int x, int y, BOOL bLeft)
{
}

void MouseMove(int x, int y)
{
}

void HandleJoystick(JOYSTATE jsJoystickState)
{
}

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