📄 canvasframe.cpp
字号:
// canvasFrame.cpp : implementation file
//
#include "stdafx.h"
#include "canvasr.h"
#include "canvasFrame.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// canvasFrame
IMPLEMENT_DYNCREATE(canvasFrame, CFrameWnd)
struct monster //建立怪物结构
{
CPoint p1;
CPoint p2;
CPoint p3;
CPoint p4;
CPoint p5;
CPoint now; //目前所在的移动坐标
int d; //目前的移动方向
int hp; //生命值
BOOL anger; //是否被打中
BOOL alive; //是否还活着
};
int i,c,xp,live;
monster mon[3]; //声明移动怪物数组
canvasFrame::canvasFrame()
{
Create(NULL,"绘图窗口");
CClientDC dc(this);
int width = dc.GetDeviceCaps(HORZRES);
int height = dc.GetDeviceCaps(VERTRES);
GetWindowRect( &rect );
width = ( width - ( rect.right - rect.left ))/2 ;
height = (height - (rect.bottom - rect.top ))/2 ;
MoveWindow( width , height , (rect.right - rect.left ) , (rect.bottom - rect.top ) ,true);
GetClientRect(&rect);
mdc = new CDC;
mdc1 = new CDC;
mdc->CreateCompatibleDC(&dc);
mdc1->CreateCompatibleDC(&dc);
temp = new CBitmap;
right = new CBitmap;
left = new CBitmap;
down = new CBitmap;
angry = new CBitmap;
mright = new CBitmap;
mleft = new CBitmap;
mdown = new CBitmap;
mangry = new CBitmap;
bgbmp = new CBitmap;
rest = new CBitmap;
mrest = new CBitmap;
heal1 = new CBitmap;
mheal1 = new CBitmap;
heal2 = new CBitmap;
mheal2 = new CBitmap;
heal3 = new CBitmap;
mheal3 = new CBitmap;
over = new CBitmap;
mover = new CBitmap;
temp->CreateCompatibleBitmap(&dc,rect.right,rect.bottom);
bgbmp->m_hObject = (HBITMAP)::LoadImage(NULL,"bground.bmp",IMAGE_BITMAP,rect.right,rect.bottom,LR_LOADFROMFILE);
angry->m_hObject = (HBITMAP)::LoadImage(NULL,"0.bmp",IMAGE_BITMAP,81,63,LR_LOADFROMFILE);
mangry->m_hObject = (HBITMAP)::LoadImage(NULL,"m0.bmp",IMAGE_BITMAP,81,63,LR_LOADFROMFILE);
down->m_hObject = (HBITMAP)::LoadImage(NULL,"1.bmp",IMAGE_BITMAP,544,82,LR_LOADFROMFILE);
left->m_hObject = (HBITMAP)::LoadImage(NULL,"2.bmp",IMAGE_BITMAP,760,99,LR_LOADFROMFILE);
right->m_hObject = (HBITMAP)::LoadImage(NULL,"3.bmp",IMAGE_BITMAP,760,99,LR_LOADFROMFILE);
mdown->m_hObject = (HBITMAP)::LoadImage(NULL,"m1.bmp",IMAGE_BITMAP,544,82,LR_LOADFROMFILE);
mleft->m_hObject = (HBITMAP)::LoadImage(NULL,"m2.bmp",IMAGE_BITMAP,760,99,LR_LOADFROMFILE);
mright->m_hObject = (HBITMAP)::LoadImage(NULL,"m3.bmp",IMAGE_BITMAP,760,99,LR_LOADFROMFILE);
rest->m_hObject = (HBITMAP)::LoadImage(NULL,"5.bmp",IMAGE_BITMAP,137,59,LR_LOADFROMFILE);
mrest->m_hObject = (HBITMAP)::LoadImage(NULL,"m5.bmp",IMAGE_BITMAP,137,59,LR_LOADFROMFILE);
heal1->m_hObject = (HBITMAP)::LoadImage(NULL,"6.bmp",IMAGE_BITMAP,102,39,LR_LOADFROMFILE);
mheal1->m_hObject = (HBITMAP)::LoadImage(NULL,"m6.bmp",IMAGE_BITMAP,102,39,LR_LOADFROMFILE);
heal2->m_hObject = (HBITMAP)::LoadImage(NULL,"7.bmp",IMAGE_BITMAP,131,53,LR_LOADFROMFILE);
mheal2->m_hObject = (HBITMAP)::LoadImage(NULL,"m7.bmp",IMAGE_BITMAP,131,53,LR_LOADFROMFILE);
heal3->m_hObject = (HBITMAP)::LoadImage(NULL,"8.bmp",IMAGE_BITMAP,168,110,LR_LOADFROMFILE);
mheal3->m_hObject = (HBITMAP)::LoadImage(NULL,"m8.bmp",IMAGE_BITMAP,168,110,LR_LOADFROMFILE);
over->m_hObject = (HBITMAP)::LoadImage(NULL,"over.bmp",IMAGE_BITMAP,370,82,LR_LOADFROMFILE);
mover->m_hObject = (HBITMAP)::LoadImage(NULL,"mover.bmp",IMAGE_BITMAP,370,82,LR_LOADFROMFILE);
//以下程序代码初始化第一只小恐龙的各项数据成员
mon[0].p1.x = 0;
mon[0].p1.y = 60;
mon[0].p2.x = 500;
mon[0].p2.y = 60;
mon[0].p3.x = 500;
mon[0].p3.y = 200;
mon[0].p4.x = 0;
mon[0].p4.y = 200;
mon[0].now.x = 0;
mon[0].hp = 200;
mon[0].alive = true;
//以下程序代码初始化第二只小恐龙的各项数据成员
mon[1].p1.x = 60;
mon[1].p1.y = 100;
mon[1].p2.x = 400;
mon[1].p2.y = 100;
mon[1].p3.x = 400;
mon[1].p3.y = 160;
mon[1].p4.x = 60;
mon[1].p4.y = 160;
mon[1].now.x = 60;
mon[1].hp = 200;
mon[1].alive = true;
//以下程序代码初始化第三只小恐龙的各项数据成员
mon[2].p1.x = 200;
mon[2].p1.y = 80;
mon[2].p2.x = 300;
mon[2].p2.y = 80;
mon[2].p3.x = 300;
mon[2].p3.y = 160;
mon[2].p4.x = 200;
mon[2].p4.y = 160;
mon[2].now.x = 200;
mon[2].hp = 200;
mon[2].alive = true;
mdc->SelectObject(temp);
}
canvasFrame::~canvasFrame()
{
delete mdc;
delete mdc1;
delete temp;
delete right;
delete left;
delete down;
delete angry;
delete mright;
delete mleft;
delete mdown;
delete mangry;
delete bgbmp;
delete rest;
delete mrest;
delete heal1;
delete mheal1;
delete heal2;
delete mheal2;
delete heal3;
delete mheal3;
delete over;
delete mover;
}
BEGIN_MESSAGE_MAP(canvasFrame, CFrameWnd)
//_7b{AFX_MSG_MAP(canvasFrame)
ON_WM_CREATE()
ON_WM_TIMER()
ON_WM_LBUTTONDOWN()
ON_WM_CHAR()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// canvasFrame message handlers
int canvasFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
return -1;
// TODO: Add your specialized creation code here
SetTimer(1,200,NULL);
return 0;
}
void canvasFrame::OnTimer(UINT nIDEvent)
{
CClientDC dc(this);
mdc1->SelectObject(bgbmp);
mdc->BitBlt(0,0,rect.right,rect.bottom,mdc1,0,0,SRCCOPY);
live=0;
for(i=0;i<3;i++)
{
if(mon[i].alive)
{
live++;
if(mon[i].now.x == mon[i].p1.x && mon[i].now.y <mon[i].p1.y)
{
if(mon[i].d==1)
{
c++;
if(c==8)
c=0;
}
else
c=0;
xp=68*c;
mdc1->SelectObject(mdown);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCAND);
mdc1->SelectObject(down);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCPAINT);
if(mon[i].hp>=100)
mon[i].now.y+=20;
mon[i].d=1;
}
if(mon[i].now.x <mon[i].p2.x && mon[i].now.y == mon[i].p2.y)
{
if(mon[i].d==3)
{
c++;
if(c==8)
c=0;
}
else
c=0;
xp=95*c;
mdc1->SelectObject(mright);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,95,99,mdc1,xp,0,SRCAND);
mdc1->SelectObject(right);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,95,99,mdc1,xp,0,SRCPAINT);
if(mon[i].hp>=100)
mon[i].now.x+=20;
mon[i].d=3;
}
if(mon[i].now.x==mon[i].p3.x && mon[i].now.y<mon[i].p3.y)
{
if(mon[i].d==1)
{
c++;
if(c==8)
c=0;
}
else
c=0;
xp=68*c;
mdc1->SelectObject(mdown);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCAND);
mdc1->SelectObject(down);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCPAINT);
if(mon[i].hp>=100)
mon[i].now.y+=20;
mon[i].d=1;
}
if(mon[i].now.x > mon[i].p4.x && mon[i].now.y==mon[i].p4.y)
{
if(mon[i].d==2)
{
c++;
if(c==8)
c=0;
}
else
c=0;
xp=95*c;
mdc1->SelectObject(mleft);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,95,99,mdc1,xp,0,SRCAND);
mdc1->SelectObject(left);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,95,99,mdc1,xp,0,SRCPAINT);
if(mon[i].hp>=100)
mon[i].now.x-=20;
mon[i].d=2;
}
if(mon[i].now.x==mon[i].p4.x && mon[i].now.y>=mon[i].p4.y)
{
if(mon[i].d==1)
{
c++;
if(c==8)
c=0;
}
else
c=0;
xp=68*c;
mdc1->SelectObject(mdown);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCAND);
mdc1->SelectObject(down);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCPAINT);
mon[i].d=1;
if(mon[i].hp>=100)
if(mon[i].now.y>=rect.bottom)
mon[i].now.y=-80;
else
mon[i].now.y+=20;
}
if(mon[i].hp<100 && mon[i].hp >= 50)
{
if(rand()%10== 0) //小补血
{
mon[i].hp+=10;
mdc1->SelectObject(mheal1);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,102,39,mdc1,0,0,SRCAND);
mdc1->SelectObject(heal1);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,102,39,mdc1,0,0,SRCPAINT);
}
else //休息中
{
mdc1->SelectObject(mrest);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,137,59,mdc1,0,0,SRCAND);
mdc1->SelectObject(rest);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,137,59,mdc1,0,0,SRCPAINT);
}
}
if(mon[i].hp<50 && mon[i].hp >10)
{
if(rand()%30 ==0) //中补血
{
mon[i].hp+=30;
mdc1->SelectObject(mheal2);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,131,53,mdc1,0,0,SRCAND);
mdc1->SelectObject(heal2);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,131,53,mdc1,0,0,SRCPAINT);
}
else //休息中
{
mdc1->SelectObject(mrest);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,137,59,mdc1,0,0,SRCAND);
mdc1->SelectObject(rest);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,137,59,mdc1,0,0,SRCPAINT);
}
}
if(mon[i].hp<=10 && mon[i].hp >0)
{
if(rand()%100 == 0) //大补血
{
mon[i].hp+=100;
mdc1->SelectObject(mheal3);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,168,110,mdc1,0,0,SRCAND);
mdc1->SelectObject(heal3);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,168,110,mdc1,0,0,SRCPAINT);
}
else //休息中
{
mdc1->SelectObject(mrest);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,137,59,mdc1,0,0,SRCAND);
mdc1->SelectObject(rest);
mdc->BitBlt(mon[i].now.x,mon[i].now.y-5,137,59,mdc1,0,0,SRCPAINT);
}
}
if(mon[i].hp<=0)
mon[i].alive = false; //恐龙死亡
}
}
if(live == 0) //恐龙全部死亡
{
mdc1->SelectObject(mover);
mdc->BitBlt(0,0,370,82,mdc1,0,0,SRCAND);
mdc1->SelectObject(over);
mdc->BitBlt(0,0,370,82,mdc1,0,0,SRCPAINT);
KillTimer(1);
}
dc.BitBlt(0,0,rect.right,rect.bottom,mdc,0,0,SRCCOPY);
CFrameWnd::OnTimer(nIDEvent);
}
void canvasFrame::OnLButtonDown(UINT nFlags, CPoint point)
{
CClientDC dc(this);
for(i=0;i<3;i++)
{
if(mon[i].alive)
{
switch(mon[i].d) //判断行进方向
{
case 1:
if(point.x>=mon[i].now.x+5 && point.x<=mon[i].now.x+63 && point.y>=mon[i].now.y+5 && point.y<=mon[i].now.y+75)
{
mon[i].hp-=5; //生命值减 5
mon[i].anger = true; //表示被击中
}
break;
case 2:
if(point.x>=mon[i].now.x+5 && point.x<=mon[i].now.x+80 && point.y>=mon[i].now.y+5 && point.y<=mon[i].now.y+75)
{
mon[i].hp-=5;
mon[i].anger = true;
}
break;
case 3:
if(point.x>=mon[i].now.x+15 && point.x<=mon[i].now.x+90 && point.y>=mon[i].now.y+5 && point.y<=mon[i].now.y+75)
{
mon[i].hp-=5;
mon[i].anger = true;
}
break;
}
if(mon[i].anger)
{
mdc1->SelectObject(mangry);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,81,63,mdc1,0,0,SRCAND);
mdc1->SelectObject(angry);
mdc->BitBlt(mon[i].now.x,mon[i].now.y,81,63,mdc1,0,0,SRCPAINT);
dc.BitBlt(0,0,rect.right,rect.bottom,mdc,0,0,SRCCOPY);
mon[i].anger = false;
}
}
}
CFrameWnd::OnLButtonDown(nFlags, point);
}
void canvasFrame::OnChar(UINT nChar, UINT nRepCnt, UINT nFlags)
{
// TODO: Add your message handler code here and/or call default
if(nChar == VK_ESCAPE)
PostMessage(WM_CLOSE);
CFrameWnd::OnChar(nChar, nRepCnt, nFlags);
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -