📄 hwrectview.cpp
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// HWRECTView.cpp : implementation of the CHWRECTView class
//
#include "stdafx.h"
#include "HWRECT.h"
#include "HWRECTDoc.h"
#include "HWRECTView.h"
#include "OptionDlg.h"
#include "mmsystem.h"
#include "Midi.h"
#include "HWRECTDoc.h"
#include "HWRECTView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CHWRECTView
IMPLEMENT_DYNCREATE(CHWRECTView, CView)
BEGIN_MESSAGE_MAP(CHWRECTView, CView)
//{{AFX_MSG_MAP(CHWRECTView)
ON_COMMAND(ID_GAME_START, OnGameStart)
ON_COMMAND(ID_GAME_PAUSH, OnGamePaush)
ON_COMMAND(ID_GAME_END, OnGameEnd)
ON_COMMAND(ID_GAME_OPTION, OnGameOption)
ON_COMMAND(ID_GAME_EXIT, OnGameExit)
ON_COMMAND(ID_OPTION_AREA1, OnOptionArea1)
ON_COMMAND(ID_OPTION_AREA2, OnOptionArea2)
ON_COMMAND(ID_OPTION_AREA3, OnOptionArea3)
ON_COMMAND(ID_OPTION_AREA4, OnOptionArea4)
ON_COMMAND(ID_OPTION_LEVEL1, OnOptionLevel1)
ON_COMMAND(ID_OPTION_LEVEL2, OnOptionLevel2)
ON_COMMAND(ID_OPTION_LEVEL3, OnOptionLevel3)
ON_COMMAND(ID_OPTION_LEVEL4, OnOptionLevel4)
ON_COMMAND(ID_OPTION_LEVEL5, OnOptionLevel5)
ON_COMMAND(ID_OPTION_LEVEL6, OnOptionLevel6)
ON_COMMAND(ID_OPTION_GRID, OnOptionGrid)
ON_COMMAND(ID_OPTION_MUSIC, OnOptionMusic)
ON_COMMAND(ID_HELP_HELP, OnHelpHelp)
ON_COMMAND(ID_HELP_ABOUT, OnHelpAbout)
ON_WM_TIMER()
ON_WM_KEYDOWN()
ON_UPDATE_COMMAND_UI(ID_GAME_START, OnUpdateGameStart)
ON_UPDATE_COMMAND_UI(ID_GAME_END, OnUpdateGameEnd)
ON_UPDATE_COMMAND_UI(ID_GAME_OPTION, OnUpdateGameOption)
ON_UPDATE_COMMAND_UI(ID_GAME_EXIT, OnUpdateGameExit)
ON_UPDATE_COMMAND_UI(ID_GAME_PAUSH, OnUpdateGamePaush)
ON_UPDATE_COMMAND_UI(ID_OPTION_AREA1, OnUpdateOptionArea1)
ON_UPDATE_COMMAND_UI(ID_OPTION_AREA2, OnUpdateOptionArea2)
ON_UPDATE_COMMAND_UI(ID_OPTION_AREA3, OnUpdateOptionArea3)
ON_UPDATE_COMMAND_UI(ID_OPTION_AREA4, OnUpdateOptionArea4)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL1, OnUpdateOptionLevel1)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL2, OnUpdateOptionLevel2)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL3, OnUpdateOptionLevel3)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL4, OnUpdateOptionLevel4)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL5, OnUpdateOptionLevel5)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL6, OnUpdateOptionLevel6)
ON_UPDATE_COMMAND_UI(ID_OPTION_GRID, OnUpdateOptionGrid)
ON_UPDATE_COMMAND_UI(ID_OPTION_MUSIC, OnUpdateOptionMusic)
ON_WM_CREATE()
ON_UPDATE_COMMAND_UI(ID_HELP_HELP, OnUpdateHelpHelp)
ON_UPDATE_COMMAND_UI(ID_HELP_ABOUT, OnUpdateHelpAbout)
ON_COMMAND(ID_HELP_TEACH, OnHelpTeach)
ON_UPDATE_COMMAND_UI(ID_HELP_TEACH, OnUpdateHelpTeach)
ON_COMMAND(IDC_BACK_MUSIC, OnBackMusic)
ON_COMMAND(IDC_CLOSE_MUSIC, OnCloseMusic)
ON_COMMAND(IDC_MUSIC_CYCLE, OnMusicCycle)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CHWRECTView construction/destruction
CHWRECTView::CHWRECTView()
{
// TODO: add construction code here
//缺省为不是游戏暂停状态
m_bGamePaush = FALSE;
//缺省为不插放背景音乐
m_bMusic = FALSE;
//缺省为画网格线
m_bDrawGrid = TRUE;
//总分值清零
m_iPerformance = 0;
//测试值:为12行,10列
m_iRow = 12;
m_iCol = 10;
//左上角X,Y坐标
m_iStartX = 10;
m_iStartY = 10;
//缺省级别为3级
m_iLevel = 2;
//缺省方块大小为m_iLarge个象素
m_iLarge = 30;
//缺省游戏是结束的
m_bGameEnd = TRUE;
int i,j;
//赋初值
for (i=0;i<100;i++)
for (j=0;j<100;j++)
GameStatus[i][j]=0;
//各种形状方块的接触面数据,参见设计书的接触面表格, 如果某种形状的方块没有4个接触面,则后面的数据填-1
for (i=0;i<74;i++)
for (j=0;j<4;j++)
InterFace[i][j] = -1;
InterFace[1][0] = 3;
InterFace[11][0] = 0; InterFace[11][1] = 1; InterFace[11][2] = 2; InterFace[11][3] = 3;
InterFace[2][0] = 1; InterFace[2][1] = 3;
InterFace[3][0] = 0; InterFace[3][1] = 2; InterFace[3][2] = 3;
InterFace[31][0] = 2; InterFace[31][1] = 3;
InterFace[32][0] = 0; InterFace[32][1] = 2; InterFace[32][2] = 3;
InterFace[33][0] = 0; InterFace[33][1] = 3;
InterFace[4][0] = 1; InterFace[4][1] = 3;
InterFace[41][0] = 0; InterFace[41][1] = 2; InterFace[41][2] = 3;
InterFace[5][0] = 1; InterFace[5][1] = 3;
InterFace[51][0] = 0; InterFace[51][1] = 2; InterFace[51][2] = 3;
InterFace[6][0] = 0; InterFace[6][1] = 3;
InterFace[61][0] = 1; InterFace[61][1] = 2; InterFace[61][2] = 3;
InterFace[62][0] = 2; InterFace[62][1] = 3;
InterFace[63][0] = 0; InterFace[63][1] = 1; InterFace[63][2] = 3;
InterFace[7][0] = 2; InterFace[7][1] = 3;
InterFace[71][0] = 1; InterFace[71][1] = 2; InterFace[71][2] = 3;
InterFace[72][0] = 0; InterFace[72][1] = 3;
InterFace[73][0] = 0; InterFace[73][1] = 1; InterFace[73][2] = 3;
}
CHWRECTView::~CHWRECTView()
{
delete (this);
}
BOOL CHWRECTView::PreCreateWindow(CREATESTRUCT& cs)
{
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs
return CView::PreCreateWindow(cs);
}
/////////////////////////////////////////////////////////////////////////////
// CHWRECTView drawing
void CHWRECTView::OnDraw(CDC* pDC)
{
CHWRECTDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
int i,j;
//CBrush *oldBrush =
pDC -> SelectObject(blackBrush);
CRect rect;
GetClientRect(&rect);
pDC -> Rectangle(rect);
pDC -> SelectObject(grayBrush);
pDC -> Rectangle(m_iStartY ,m_iStartX, m_iStartY + 301, m_iStartX + 360);
pDC -> SelectObject(blueBrush);
//CPen *oldPen =
pDC->SelectObject(blackPen);
//画网格线
if (m_bDrawGrid)
{
//画横线
for (i=0;i<m_iRow;i++)
{
pDC->MoveTo(m_iStartY, m_iStartX + i*m_iLarge);
pDC->LineTo(m_iStartY+300, m_iStartX +i*m_iLarge);
}
//画竖线
for (i=0;i<m_iCol;i++)
{
pDC->MoveTo(m_iStartY+i*m_iLarge, m_iStartX);
pDC->LineTo(m_iStartY+i*m_iLarge, m_iStartX+360);
}
}
//画方块
for (i=0;i<m_iRow;i++)
for (j=0;j<m_iCol;j++)
{
if (GameStatus[i][j]==1)
{
//划的方块比规定的大小略微小一点
//画小方块边框黑线
pDC -> SelectObject(blackPen);
pDC -> MoveTo(m_iStartY+j*m_iLarge +1, m_iStartX+i*m_iLarge +1);
pDC -> LineTo(m_iStartY+j*m_iLarge +1, m_iStartX+(i+1)*m_iLarge -1);
pDC -> MoveTo(m_iStartY+j*m_iLarge +1, m_iStartX+(i+1)*m_iLarge -1);
pDC -> LineTo(m_iStartY+(j+1)*m_iLarge -1, m_iStartX+(i+1)*m_iLarge -1);
//画小方块边框白线
pDC -> SelectObject(whitePen);
pDC -> MoveTo(m_iStartY+j*m_iLarge +1, m_iStartX+i*m_iLarge +1);
pDC -> LineTo(m_iStartY+(j+1)*m_iLarge -1,m_iStartX+i*m_iLarge +1);
pDC -> MoveTo(m_iStartY+(j+1)*m_iLarge -1,m_iStartX+i*m_iLarge +1);
pDC -> LineTo(m_iStartY+(j+1)*m_iLarge -1,m_iStartX+(i+1)*m_iLarge -1);
//每个方块填充绿色的背景
pDC -> Rectangle(m_iStartY+j*m_iLarge +2,m_iStartX+i*m_iLarge +2,m_iStartY+(j+1)*m_iLarge -2,m_iStartX+(i+1)*m_iLarge -2);
}
}
//显示游戏区域及游戏级别的汉字描述
if (!m_bGameEnd)
{
pDC -> SetBkColor(BLACK);
pDC -> SetTextColor(WHITE);
pDC -> TextOut(m_iStartY+320, m_iStartX+220, "游戏区域大小:");
pDC -> TextOut(m_iStartY+320, m_iStartX+240,m_strArea);
pDC -> TextOut(m_iStartY+320, m_iStartX+280, "游戏级别:");
pDC -> TextOut(m_iStartY+320, m_iStartX+300,m_strLevel);
}
//显示总分
if (!m_bGameEnd)
{
CString lsStr;
lsStr.Format("总分为:%d 分",m_iPerformance);
pDC -> SetBkColor(BLACK);
pDC -> SetTextColor(WHITE);
pDC -> TextOut(m_iStartY+320, m_iStartX+180,lsStr);
}
//画下一次将要出现的方块,用于提示用户
if (!m_bGameEnd)
{
pDC -> SetBkColor(BLACK);
pDC -> SetTextColor(WHITE);
pDC -> TextOut(m_iStartY+320, m_iStartX,"下一个方块:");
for (UINT k=0;k<4;k++)
{
i = NextStatus[k][0];
j = NextStatus[k][1];
//划的方块比规定的大小略微小一点
//画小方块边框黑线
pDC -> SelectObject(blackPen);
pDC -> MoveTo(m_iStartY+j*30 +1+320, m_iStartX+i*30 +1+30);
pDC -> LineTo(m_iStartY+j*30 +1+320, m_iStartX+(i+1)*30 -1+30);
pDC -> MoveTo(m_iStartY+j*30 +1+320, m_iStartX+(i+1)*30 -1+30);
pDC -> LineTo(m_iStartY+(j+1)*30 -1+320, m_iStartX+(i+1)*30 -1+30);
//画小方块边框白线
pDC -> SelectObject(whitePen);
pDC -> MoveTo(m_iStartY+j*30 +1+320, m_iStartX+i*30 +1+30);
pDC -> LineTo(m_iStartY+(j+1)*30 -1+320, m_iStartX+i*30 +1+30);
pDC -> MoveTo(m_iStartY+(j+1)*30 -1+320, m_iStartX+i*30 +1+30);
pDC -> LineTo(m_iStartY+(j+1)*30 -1+320, m_iStartX+(i+1)*30 -1+30);
//每个方块填充蓝色的背景
pDC -> Rectangle(m_iStartY+j*30 +2+320,m_iStartX+i*30 +2+30,
m_iStartY+(j+1)*30 -2+320,m_iStartX+(i+1)*30 -2+30);
}
}
}
/////////////////////////////////////////////////////////////////////////////
// CHWRECTView diagnostics
#ifdef _DEBUG
void CHWRECTView::AssertValid() const
{
CView::AssertValid();
}
void CHWRECTView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CHWRECTDoc* CHWRECTView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CHWRECTDoc)));
return (CHWRECTDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CHWRECTView message handlers
void CHWRECTView::RectChange()
{
//先预先变形,然后判断变形后的方块是否有空间,如有足够空间,则进行实际变形,否则不变
int xx1,xx2,xx3,xx4,yy1,yy2,yy3,yy4;
int m_lscurrentRect;
CString lsStr;
int x1,x2,x3,x4,y1,y2,y3,y4;
x1 = ActiveStatus[0][0];
x2 = ActiveStatus[1][0];
x3 = ActiveStatus[2][0];
x4 = ActiveStatus[3][0];
y1 = ActiveStatus[0][1];
y2 = ActiveStatus[1][1];
y3 = ActiveStatus[2][1];
y4 = ActiveStatus[3][1];
//变形后位置在数组中的存放顺序仍需遵循先左后右,在同一列中先上后下
xx1=x1; xx2=x2; xx3=x3; xx4=x4; yy1=y1; yy2=y2; yy3=y3; yy4=y4;
switch(m_currentRect)
{
case 1:
xx1=x1+1; yy1=y1-1; xx3=x3-1; yy3=y3+1; xx4=x4-2; yy4=y4+2;
m_lscurrentRect = 11;
break;
case 11:
xx1=x1-1; yy1=y1+1; xx3=x3+1; yy3=y3-1; xx4=x4+2; yy4=y4-2;
m_lscurrentRect = 1;
break;
case 2:
m_lscurrentRect=2;
break;
case 3:
xx1=x1-2; yy1=y1+1; xx4=x4-1; yy4=y4;
m_lscurrentRect = 31;
break;
case 31:
xx1=x1+1; yy1=y1-1;
m_lscurrentRect = 32;
break;
case 32:
xx1=x1+1; yy1=y1; xx4=x4+2; yy4=y4-1;
m_lscurrentRect=33;
break;
case 33:
xx4=x4-1; yy4=y4+1;
m_lscurrentRect=3;
break;
case 4:
xx1=x1+2; yy1=y1-1; xx3=x3+1; yy3=y3-1; xx4=x4-1;
m_lscurrentRect = 41;
break;
case 41:
xx1=x1-2; yy1=y1+1; xx3=x3-1; yy3=y3+1; xx4=x4+1;
m_lscurrentRect = 4;
break;
case 5:
xx1=x1-1; xx2=x2-2; yy2=y2+1; xx3=x3+1; yy4=y4+1;
m_lscurrentRect = 51;
break;
case 51:
xx1=x1+1; xx2=x2+2; yy2=y2-1; xx3=x3-1; yy4=y4-1;
m_lscurrentRect = 5;
break;
case 6:
xx2=x1+1; yy2=y2-1; xx3=x3-1; xx4=x4-2; yy4 = yy4+1;
m_lscurrentRect = 61;
break;
case 61:
xx3=x3+2; yy3=y3-1; xx4=x4+2; yy4=y4-1;
m_lscurrentRect = 62;
break;
case 62:
xx1=x1+1; yy1=y1-1; xx3=x3-2; yy3=y3+1; xx4=x4-1;
m_lscurrentRect = 63;
break;
case 63:
xx1=x1-2; yy1=y1+1; xx2=x2-2; yy2=y2+1;
m_lscurrentRect = 6;
break;
case 7:
xx3=x3-1; yy3=y3+1; xx4=x4+1; yy4=y4+1;
m_lscurrentRect = 71;
break;
case 71:
xx1=x1+2; xx2=x2-1; yy2=y2+1; xx4=x4+1; yy4=y4-1;
m_lscurrentRect = 72;
break;
case 72:
xx1=x1-2; xx3=x3-1; yy3=y3+1; xx4=x4-1; yy4=y4+1;
m_lscurrentRect = 73;
break;
case 73:
xx2=x2+1; yy2=y2-1; xx3=x3+2; yy3=y3-2; xx4=x4-1; yy4=y4-1;
m_lscurrentRect = 7;
break;
}
//如果变形后所在的区域内无其他方块,则表示有足够空间,可以变形
//且不能超越边界
GameStatus[x1][y1] = 0;
GameStatus[x2][y2] = 0;
GameStatus[x3][y3] = 0;
GameStatus[x4][y4] = 0;
if (GameStatus[xx1][yy1]==0 && GameStatus[xx2][yy2]==0 && GameStatus[xx3][yy3]==0 && GameStatus[xx4][yy4]==0
&& yy1>=0 && yy4<=m_iCol-1
&& !(xx1<0 || xx2<0 || xx3<0 || xx4<0)
&& !(xx1>m_iRow-1 || xx2>m_iRow-1 || xx3>m_iRow-1 || xx4>m_iRow-1) )
{
InvalidateCurrent();
ActiveStatus[0][0]=xx1;
ActiveStatus[1][0]=xx2;
ActiveStatus[2][0]=xx3;
ActiveStatus[3][0]=xx4;
ActiveStatus[0][1]=yy1;
ActiveStatus[1][1]=yy2;
ActiveStatus[2][1]=yy3;
ActiveStatus[3][1]=yy4;
GameStatus[xx1][yy1] = 1;
GameStatus[xx2][yy2] = 1;
GameStatus[xx3][yy3] = 1;
GameStatus[xx4][yy4] = 1;
InvalidateCurrent();
//改变形状代码
m_currentRect = m_lscurrentRect;
}
else
{
GameStatus[x1][y1] = 1;
GameStatus[x2][y2] = 1;
GameStatus[x3][y3] = 1;
GameStatus[x4][y4] = 1;
}
//判断是否已到底
ActiveIsBottom();
}
BOOL CHWRECTView::RightIsLimit()
{
int x1,x2,x3,x4,y1,y2,y3,y4;
x1 = ActiveStatus[0][0];
x2 = ActiveStatus[1][0];
x3 = ActiveStatus[2][0];
x4 = ActiveStatus[3][0];
y1 = ActiveStatus[0][1];
y2 = ActiveStatus[1][1];
y3 = ActiveStatus[2][1];
y4 = ActiveStatus[3][1];
switch(m_currentRect)
{
case 1:
if (GameStatus[x1][y1+1] || GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 11:
if (GameStatus[x4][y4+1])
return FALSE;
break;
case 2:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 3:
if (GameStatus[x2][y2+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 31:
if (GameStatus[x1][y1+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 32:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 33:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 4:
if (GameStatus[x1][y1+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 41:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 5:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 51:
if (GameStatus[x2][y2+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 6:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 61:
if (GameStatus[x2][y2+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 62:
if (GameStatus[x1][y1+1] || GameStatus[x2][y2+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 63:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 7:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 71:
if (GameStatus[x1][y1+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 72:
if (GameStatus[x2][y2+1] || GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
case 73:
if (GameStatus[x3][y3+1] || GameStatus[x4][y4+1])
return FALSE;
break;
}
return TRUE;
}
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