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📁 这是一个俄罗斯方块的源代码
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// 俄罗斯方块View.cpp : implementation of the CMyView class
//

#include "stdafx.h"
#include "俄罗斯方块.h"
#include <Mmsystem.h>
#include "joyspeed.h"
#include "俄罗斯方块Doc.h"
#include "俄罗斯方块View.h"
#include "conset.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CMyView

IMPLEMENT_DYNCREATE(CMyView, CView)

BEGIN_MESSAGE_MAP(CMyView, CView)
	//{{AFX_MSG_MAP(CMyView)
	ON_WM_CREATE()
	ON_COMMAND(IDM_START, OnStart)
	ON_WM_KEYUP()
	ON_WM_KEYDOWN()
	ON_WM_TIMER()
	ON_COMMAND(IDM_END, OnEnd)
	ON_COMMAND(IDM_INITSET, OnInitset)
	ON_COMMAND(IDC_NOMID, OnNomid)
	ON_COMMAND(IDC_MID1, OnMid1)
	ON_COMMAND(IDC_MID2, OnMid2)
	ON_COMMAND(IDC_MID3, OnMid3)
	ON_COMMAND(IDM_WORD, OnWord)
	ON_COMMAND(IDM_STANDARD, OnStandard)
	ON_COMMAND(IDM_CHANGE, OnChange)
	ON_COMMAND(IDM_LOAD, OnLoad)
	ON_COMMAND(IDM_SAVE, OnSave)
	ON_COMMAND(ID_APP_HELP, OnAppHelp)
	ON_WM_DESTROY()
	ON_COMMAND(IDM_SETJOY, OnSetjoy)
	ON_COMMAND(IDM_CONSET, OnConset)
	ON_WM_RBUTTONDOWN()
	ON_WM_LBUTTONDOWN()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMyView construction/destruction

CMyView::CMyView()
{
	// TODO: add construction code here
	TempLevel=1;
	TempFloor=0;
    QuickDrop=FALSE;
	CON_TURN=VK_UP;
	CON_DOWN=VK_DOWN;
	CON_LEFT=VK_LEFT;
	CON_RIGHT=VK_RIGHT;
	CON_PAUSE=VK_RETURN;

	CMyView::SetTimer(IDT_RECYCLE,10000,NULL);
}

CMyView::~CMyView()
{
	CMyView::KillTimer(IDT_DROP);
	CMyView::KillTimer(IDT_RECYCLE);
}

BOOL CMyView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CMyView drawing

void CMyView::OnDraw(CDC* pDC)
{
	//初始化背景
    CBrush brush;
	brush.CreateSolidBrush(RGB(192,192,192));
    pDC->SelectObject(brush);
	pDC->Rectangle(242,0,349,434);
	brush.DeleteObject();
    brush.CreateSolidBrush(game.BackColor);
    pDC->SelectObject(brush);
	pDC->Rectangle(0,0,241,434);
    pDC->SetTextColor(RGB(255,0,0));
	pDC->SetBkColor(RGB(192,192,192));
    pDC->TextOut(245,100,"分数:");
    pDC->TextOut(245,130,"层数:");
    pDC->TextOut(245,160,"等级:");
    pDC->TextOut(245,230,"左:Left");
	pDC->TextOut(245,250,"右:Right");
	pDC->TextOut(245,270,"翻转:UP");
	pDC->TextOut(245,290,"加速:Down");
	pDC->TextOut(245,310,"暂停:Enter");
	pDC->TextOut(245,330,"2001-8-27");

	CClientDC dc(this);
	game.DrawDAt();
	//刷新
	brush.DeleteObject();
	for(int i=0;i<16;i++)
	for(int j=0;j<25;j++)
	{
	if (game.BoxStyle[i][j]==TRUE)
        game.DrawBox(i,j);
	else game.DelBox(i,j);
	}
    
	if (game.GamePause)
	{
	pDC->SetTextColor(RGB(0,0,255));
    pDC->TextOut(250,190,"游戏暂停");
	}
	//刷下一个方块
    if (game.StartGame)
	{
	COLORREF TempColor2=game.BackColor;
	game.BackColor=RGB(0,0,0);
    for(i=17;i<=20;i++)
	for(int j=1;j<=4;j++)
    {
		if (game.MoveBox[game.NextBoxNum][game.BoxPosition].box[i-17][j-1])
		{
			game.BoxRgb[i][j]=game.MoveBox[game.NextBoxNum][game.NextBoxPosition].color;
			game.DrawBox(i,j);
		}
		else game.DelBox(i,j);
	}	
    game.BackColor=TempColor2;
	}
	// TODO: add draw code for native data here
}

/////////////////////////////////////////////////////////////////////////////
// CMyView diagnostics

#ifdef _DEBUG
void CMyView::AssertValid() const
{
	CView::AssertValid();
}

void CMyView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CMyDoc* CMyView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyDoc)));
	return (CMyDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CMyView message handlers

int CMyView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
    
   	// TODO: Add your specialized creation code here
		CMyView::SetTimer(IDT_RECYCLE,10000,NULL);
	return 0;
}

void CMyView::OnStart() 
{
	// TODO: Add your command handler code here
	CClientDC dc(this);
	if (game.GameHasOver)
	{
		game.PlayMidi.Close();
	    game.IsPlayMid=FALSE;
		game.GameHasOver=FALSE;
	   
	}
	if(strcmp(game.MidName,"")!=0 && game.PlayMidi.IsPlaying()==FALSE)
	{
		game.PlayMidi.Close();
		game.PlayMidi.Open(game.MidName);
		game.PlayMidi.Play();
	    game.IsPlayMid=TRUE;
	}
	if (game.StartGame==FALSE)
	{
    CMenu *menu=AfxGetMainWnd()->GetMenu();
	menu->ModifyMenu(IDM_START,MF_BYCOMMAND,IDM_START,"重置游戏");
	menu->EnableMenuItem(IDM_SAVE,MF_ENABLED);
	menu->EnableMenuItem(IDM_STANDARD,MF_GRAYED);
	menu->EnableMenuItem(IDM_CHANGE,MF_GRAYED);
	}
    game.Level=TempLevel;
	game.Floor=TempFloor;
   	game.m_hDC=GetDC()->m_hDC;
    game.InitGame();
	game.DrawNextMoveBox();
	CMyView::SetTimer(IDT_DROP,game.Speed,NULL);
	CMyView::Invalidate(FALSE);
    
}

void CMyView::OnEnd() 
{
	// TODO: Add your command handler code here
	CMyView::KillTimer(IDT_DROP);
	game.Floor=0;
	game.GameHasOver=FALSE;
	game.InitGame();
	game.StartGame=FALSE;
	CMyView::Invalidate(FALSE);
	if(strcmp(game.MidName,"")!=0 && game.PlayMidi.IsPlaying()==FALSE)
	{
		game.PlayMidi.Close();
		game.PlayMidi.Open(game.MidName);
		game.PlayMidi.Play();
	    game.IsPlayMid=TRUE;
	}
	CMyView::SendMessage(WM_COMMAND,IDM_STANDARD,0);
    CMenu *menu=AfxGetMainWnd()->GetMenu();
	menu->CheckMenuItem(IDM_BOX_DEFCOLOR,MF_CHECKED);
	menu->CheckMenuItem(IDM_BOX_RANDCOLOR,MF_UNCHECKED);
	menu->EnableMenuItem(IDM_STANDARD,MF_ENABLED);
	menu->EnableMenuItem(IDM_CHANGE,MF_ENABLED);
}


void CMyView::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags) 
{
	// TODO: Add your message handler code here and/or call default
    game.KEYUP=TRUE;

	CView::OnKeyUp(nChar, nRepCnt, nFlags);
}


void CMyView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) 
{

	// TODO: Add your message handler code here and/or call default
	if (game.PassStage && nChar==CON_PAUSE)
		{
		game.PlayMidi.Close();
		game.PlayMidi.Open(game.MidName);
		game.PlayMidi.Play();
		CMyView::Invalidate(FALSE);
		game.GamePause=1-game.GamePause;
		game.PassStage=FALSE;
		return;
		}
	
    if (game.StartGame)
	{
	DeleteObject(game.m_hDC);
   	game.m_hDC=GetDC()->m_hDC;
   
    if(nChar==CON_TURN)
	{
	if (SafeFlags && game.GamePause==FALSE && game.KEYUP==TRUE && game.CanChange()==TRUE)
	{
	game.DelMoveBox();
	game.BoxPosition++;
	if (game.BoxPosition>3) game.BoxPosition=0;
    game.DrawMoveBox();
	}
	}
	else
	if(SafeFlags && nChar==CON_DOWN)
	{
	if (game.GamePause==FALSE && game.IsDroping==TRUE)
		{
		if(game.MoveDown())
		{
		if(QuickDrop)
		while (game.MoveDown())
		{
    	game.DelMoveBox();
		game.Movexy.y++;
        game.DrawMoveBox();
		Sleep(8);
		}
		else
		{
	    game.DelMoveBox();
		game.Movexy.y++;
        game.DrawMoveBox();
		}
		}
		else
		{
	        game.BeginRow=game.Movexy.y;
			game.EndRow=game.Movexy.y+game.MoveBox[game.BoxNum][game.BoxPosition].heigh-1;
		    game.IsDroping=FALSE;
            game.Movexy.x=7;
			game.Movexy.y=0;
            game.DelRowBox();
            
	        if (game.MoveWave)
			{
			game.PlayWave.Close();
			game.PlayWave.Load("drop.wav");
	        game.PlayWave.Play();
			}
		}
		}
	}
    else
	if(SafeFlags && nChar==CON_LEFT)
	{
	if (game.GamePause==FALSE && game.IsDroping==TRUE && game.MoveLeft()==TRUE)
	{
    	game.DelMoveBox();
		game.Movexy.x--;
        game.DrawMoveBox();
	}
	}
	else
	if(nChar==CON_RIGHT)
	{
	if (SafeFlags && game.GamePause==FALSE && game.IsDroping==TRUE && game.MoveRight()==TRUE)
	{   
		game.DelMoveBox();
		game.Movexy.x++;
        game.DrawMoveBox();
	}
	}
    else
	if(nChar==CON_PAUSE)
	{
    if (game.PassStage==FALSE)
	{
    game.GamePause=1-game.GamePause;
    SetTextColor(game.m_hDC,RGB(0,0,255));
    SetBkColor(game.m_hDC,RGB(192,192,192));
    if (game.GamePause==FALSE)
	TextOut(game.m_hDC,250,190,"                 ",strlen("                 "));
    else 
	TextOut(game.m_hDC,250,190,"游戏暂停",strlen("游戏暂停"));
	}
    }

    game.KEYUP=FALSE;
	CView::OnKeyDown(nChar, nRepCnt, nFlags);
	}

}


void CMyView::OnTimer(UINT nIDEvent) 
{
	// TODO: Add your message handler code here and/or call default
    if (TwoWindow || CMyView::GetActiveWindow()==AfxGetApp()->GetMainWnd()) 
    switch(nIDEvent)
	{
	case IDT_DROP:
    SafeFlags=FALSE;
    if (game.StartGame==TRUE && game.GamePause==FALSE)
	{
	game.Count++;
	if (game.Count>10000) game.Count=100;
   	game.m_hDC=GetDC()->m_hDC;
 
	if (game.IsDroping==TRUE)
		{
		if (game.MoveDown())
		{
    	game.DelMoveBox();
		game.Movexy.y++;
        game.DrawMoveBox();
		}
		else 
		{
		    game.BeginRow=game.Movexy.y;
	        game.EndRow=game.Movexy.y+game.MoveBox[game.BoxNum][game.BoxPosition].heigh-1;
            CMyView::SetTimer(IDT_DROP,game.Speed,NULL);
			game.IsDroping=FALSE;
            game.DelRowBox();
            game.Movexy.x=7;
			game.Movexy.y=0;
			if (game.MoveWave)
			{
	        game.PlayWave.Close();
            game.PlayWave.Load("drop.wav");
	        game.PlayWave.Play();
            }      	
		}
		}
	if (game.IsDroping==FALSE)
	{
    
    game.DrawNextMoveBox();
	//
    if (game.GameOver())
	{
	    CMyView::KillTimer(IDT_DROP);
        game.SaveDat();
		game.InitGame();
		game.StartGame=FALSE;
	    SetTextColor(game.m_hDC,RGB(255,0,0));
        SetBkColor(game.m_hDC,RGB(0,0,0));
		TextOut(game.m_hDC,70,150,"GAME OVER",strlen("GAME OVER"));
		TextOut(game.m_hDC,65,180,"小子,你好差哦!",strlen("小子,你好差哦!"));
		game.GameHasOver=TRUE;
        game.PlayMidi.Close();
		game.PlayMidi.Open("lost.mid");
		game.PlayMidi.Play();
	    return;
	}
	else
	{
    game.DrawMoveBox();
	game.IsDroping=TRUE;
	}
	}

	}
	SafeFlags=TRUE;
	break;
	case IDT_RECYCLE:
		if(game.IsPlayMid==TRUE && game.PlayMidi.IsPlaying()==FALSE)
		{
		    game.PlayMidi.SeekTo(0,0);
			game.PlayMidi.Play();
		}
	
		break;
	default:
		break;
	}
	CView::OnTimer(nIDEvent);
}


void CMyView::OnInitset() 
{
	// TODO: Add your command handler code here
    game.IninSet.floor=TempFloor;
	game.IninSet.level=TempLevel;
	game.IninSet.Wav=game.MoveWave;
	game.IninSet.QuickDrop=QuickDrop;

	if (game.IninSet.DoModal()==IDOK)
	{
	game.MoveWave=game.IninSet.Wav;
    QuickDrop=game.IninSet.QuickDrop;
	}
	TempFloor=game.IninSet.floor;
	TempLevel=game.IninSet.level;
   

    
}

void CMyView::OnNomid() 
{
	// TODO: Add your command handler code here
    CMenu *menu=AfxGetMainWnd()->GetMenu();
	menu->CheckMenuItem(IDC_NOMID,MF_CHECKED);
	menu->CheckMenuItem(IDC_MID1,MF_UNCHECKED);
    menu->CheckMenuItem(IDC_MID2,MF_UNCHECKED);
    menu->CheckMenuItem(IDC_MID3,MF_UNCHECKED);

    game.BackMid=FALSE;
	game.IsPlayMid=FALSE;
	strcpy(game.MidName,"");
	game.PlayMidi.Close();
}

void CMyView::OnMid1() 
{
	// TODO: Add your command handler code here
	CMenu *menu=AfxGetMainWnd()->GetMenu();
	menu->CheckMenuItem(IDC_NOMID,MF_UNCHECKED);
	menu->CheckMenuItem(IDC_MID1,MF_CHECKED);
    menu->CheckMenuItem(IDC_MID2,MF_UNCHECKED);
    menu->CheckMenuItem(IDC_MID3,MF_UNCHECKED);

    game.BackMid=TRUE;
	game.IsPlayMid=TRUE;
	strcpy(game.MidName,"mid1.mid");
	game.PlayMidi.Close();
	game.PlayMidi.Open("mid1.mid");
	game.PlayMidi.Play();
}

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