📄 canvasframe.h
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#if !defined(AFX_CANVASFRAME_H__FB577E7A_A821_11D5_BD53_0050BAE96245__INCLUDED_)
#define AFX_CANVASFRAME_H__FB577E7A_A821_11D5_BD53_0050BAE96245__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// canvasFrame.h : header file
//
#include"hero.h"
#include"person.h"
#include"bullet.h"
/////////////////////////////////////////////////////////////////////////////
// canvasFrame frame
enum Direction{right,left,up,down,leftup,rightup,rightdown,leftdown};
enum Gamestatus{playing,notplaying};
struct Bridge{
int posx;
int posy;
int length;
int height;
int destroy;
int status;
int bomb;
int bombstatus;
};
struct Animy
{
Person *animy;
int wstatus;
int jstatus;
int status;
Direction direction;
BulletArray bullet[5];
BOOL exist;
int kind;
};
class canvasFrame : public CFrameWnd
{
DECLARE_DYNCREATE(canvasFrame)
public:
canvasFrame(); // protected constructor used by dynamic creation
void InitDS();
void CreateDSBuf(char* filename,int num);
void personwalk();
void animymove(Animy &animy);
int animydetect(Person *animy);
void personjump();
int detectedbelow();
void pastebullet(Bullet *bult,int type=1);
void generateanimy(int x,int y);
void pastetower();
void pasteboss();
void destroy();
void init();
void gameend();
void missioncomplete();
// Attributes
public:
LPDIRECTINPUT7 DI;
LPDIRECTINPUTDEVICE7 DIms;
HRESULT result;
LPDIRECTSOUND DS;
LPDIRECTSOUNDBUFFER DSPri;
LPDIRECTSOUNDBUFFER DSBuf[10];
WAVEFORMATEX DSfmt;
WAVEFORMATEX wfmt;
DSBUFFERDESC DSde;
MMCKINFO ckRiff;
MMCKINFO ckInfo;
MMRESULT mmresult;
HMMIO hmmio;
DWORD wsize;
LPVOID pAudio;
DWORD bytesAudio;
char buffer[256]; //设定缓冲区
int darkpix;
int wstatus,manstatus;
Direction direction;
int distin;
unsigned char *px;
int x,y,g,t,getkey;
Bridge bridge1,bridge2;
CBitmap *pkq,*loading,*bossdestroy,*complete;
CBitmap *animydie11,*animydie12,*bridgemap,*bridgebomb11,*bridgebomb12,*tower1,*tower2,*tower3,*towerdestroy1,*towerdestroy2;
CBitmap *temp,*tempbmp,*m_Map,*dark,*shadow,*bullet1,*bullet2,*herobullet1,*herobullet2;
CBitmap *walk11,*walk12,*walk21,*walk22,*walk31,*walk32,*walk41,*walk42,*down11,*down12,*jump11,*jump12,*jump21,*jump22;
CBitmap *aniw11,*aniw12,*aniw21,*aniw22,*aniw31,*aniw32,*taniw11,*taniw12,*bossbullet,*bossbulletb;
CDC *tempmdc,*mdc,*mdc1,*mdc2,*bmdc,*endmdc;
CBitmap *leftwalk11,*leftwalk12,*leftwalk21,*leftwalk22,*leftwalk31,*leftwalk32,*leftwalk41,*leftwalk42,*leftdown11,*leftdown12,*leftjump11,*leftjump12,*leftjump21,*leftjump22;
BITMAP bm;
RECT rect;
Hero m_hero;
Animy animyarray[5];
Animy animytower[3];
BulletArray bulletarray[10];
BulletArray animybullet[5];
BulletArray towerbullet[5];
Gamestatus gamestatus;
Animy boss[3];
int times;
int bosstime[2][5];
RECT destroyrect[3];
int delay;
BOOL ISEND,moveright;
int generatetime;
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(canvasFrame)
public:
virtual BOOL DestroyWindow();
protected:
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
//}}AFX_VIRTUAL
// Implementation
protected:
virtual ~canvasFrame();
// Generated message map functions
//{{AFX_MSG(canvasFrame)
afx_msg void OnTimer(UINT nIDEvent);
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnPaint();
afx_msg void OnStart();
afx_msg void OnUpdateStart(CCmdUI* pCmdUI);
afx_msg void OnEnd();
afx_msg void OnUpdateEnd(CCmdUI* pCmdUI);
afx_msg void OnRestart();
afx_msg void OnUpdateRestart(CCmdUI* pCmdUI);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_CANVASFRAME_H__FB577E7A_A821_11D5_BD53_0050BAE96245__INCLUDED_)
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