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📄 canvasframe.cpp

📁 打恐龙:MFC:开发游戏
💻 CPP
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// 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);
}

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