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📄 fallingblocks.cpp

📁 用VC++DirectX技术的俄罗斯方块游戏
💻 CPP
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					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_1, MF_CHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_2, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_3, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_4, MF_UNCHECKED);
					return 0L;
				case ID_LEVEL_2:
					g_nDelayToMoveDown = DELAY_TO_MOVE_DOWN_LEVEL2;
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_1, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_2, MF_CHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_3, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_4, MF_UNCHECKED);
					return 0L;
				case ID_LEVEL_3:
					g_nDelayToMoveDown = DELAY_TO_MOVE_DOWN_LEVEL3;
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_1, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_2, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_3, MF_CHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_4, MF_UNCHECKED);
					return 0L;
				case ID_LEVEL_4:
					g_nDelayToMoveDown = DELAY_TO_MOVE_DOWN_LEVEL4;
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_1, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_2, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_3, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_4, MF_CHECKED);
					return 0L;
				case ID_LEVEL_NORMAL:
					CShape::SetMaxNoOfShapesAllowed(NORMAL_GAME);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_CRAZY,  MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_NORMAL, MF_CHECKED);
					return 0L;
				case ID_LEVEL_CRAZY:
					CShape::SetMaxNoOfShapesAllowed(CRAZY_GAME);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_NORMAL, MF_UNCHECKED);
					::CheckMenuItem(::GetMenu(hWnd), ID_LEVEL_CRAZY,  MF_CHECKED);
					return 0L;
					
				case ID_HELP_ABOUT:
					DialogBox(g_hInstance, 
                     MAKEINTRESOURCE(IDD_ABOUT), hWnd, (DLGPROC)AboutDlgProc);
					 break;
            }
            break; // Continue with default processing

		case WM_ACTIVATE:
			if (wParam == WA_ACTIVE || wParam == WA_CLICKACTIVE)
				g_bIsPaused = false;
			if (wParam == WA_INACTIVE)
				g_bIsPaused = true;
			break;

        case WM_PAINT:
            // Update the screen if we need to refresh. This case occurs 
            // when in windowed mode and the window is behind others.
            // The app will not be active, but it will be visible.
            if( g_pDisplay )
            {
                // Display the new position of the sprite
                if( DisplayFrame() == DDERR_SURFACELOST )
                {
                    // If the surfaces were lost, then restore and try again
                    RestoreSurfaces();
                    DisplayFrame();
                }
            }
            break; // Continue with default processing to validate the region

        case WM_QUERYNEWPALETTE:
            if( g_pDisplay )
            {
                // If we are in windowed mode with a desktop resolution in 8 bit 
                // color, then the palette we created during init has changed 
                // since then.  So get the palette back from the primary 
                // DirectDraw surface, and set it again so that DirectDraw 
                // realises the palette, then release it again. 
                LPDIRECTDRAWPALETTE pDDPal = NULL; 
                g_pDisplay->GetFrontBuffer()->GetPalette( &pDDPal );
                g_pDisplay->GetFrontBuffer()->SetPalette( pDDPal );
                SAFE_RELEASE( pDDPal );
            }
            break;

        case WM_GETMINMAXINFO:
            {
                // Don't allow resizing in windowed mode.  
                // Fix the size of the window to 640x480 (client size)
                MINMAXINFO* pMinMax = (MINMAXINFO*) lParam;

                DWORD dwFrameWidth    = GetSystemMetrics( SM_CXSIZEFRAME );
                DWORD dwFrameHeight   = GetSystemMetrics( SM_CYSIZEFRAME );
                DWORD dwMenuHeight    = GetSystemMetrics( SM_CYMENU );
                DWORD dwCaptionHeight = GetSystemMetrics( SM_CYCAPTION );

                pMinMax->ptMinTrackSize.x = WINDOW_WIDTH  + dwFrameWidth * 2;
                pMinMax->ptMinTrackSize.y = WINDOW_HEIGHT + dwFrameHeight * 2 + 
                                            dwMenuHeight + dwCaptionHeight;

                pMinMax->ptMaxTrackSize.x = pMinMax->ptMinTrackSize.x;
                pMinMax->ptMaxTrackSize.y = pMinMax->ptMinTrackSize.y;
            }
            return 0L;

        case WM_MOVE:
	        if( g_pDisplay )
		        g_pDisplay->UpdateBounds();
            return 0L;

        case WM_EXITMENULOOP:
            // Ignore time spent in menu
            g_dwLastTick = timeGetTime();
            break;

        case WM_EXITSIZEMOVE:
            // Ignore time spent resizing
            g_dwLastTick = timeGetTime();
            break;

        case WM_SIZE:
            // Check to see if we are losing our window...
            if( SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam )
                g_bActive = FALSE;
            else
                g_bActive = TRUE;

	        if( g_pDisplay )
		        g_pDisplay->UpdateBounds();
            break;
       case WM_KEYDOWN: 
		   if (g_bIsGameOver == false) {
			   switch (wParam) 
			   { 
			   case VK_LEFT: 
				   // Process the LEFT ARROW key. 
				   g_pCurrShape->MoveLeft();
				  // ::PlaySound(MAKEINTRESOURCE( IDR_SOUNDMOVE), g_hInstance, SND_RESOURCE | SND_ASYNC);
				   break; 
			   case VK_RIGHT: 
				   // Process the RIGHT ARROW key. 
				   g_pCurrShape->MoveRight();
				   //	::PlaySound(MAKEINTRESOURCE( IDR_SOUNDMOVE), g_hInstance, SND_RESOURCE | SND_ASYNC);
				   break; 
			   case VK_DOWN: 
				   // Process the DOWN ARROW key. 
				   MoveDownShape();
				   //::PlaySound(MAKEINTRESOURCE( IDR_SOUNDMOVE), g_hInstance, SND_RESOURCE | SND_ASYNC);
				   break; 
			   case VK_UP: 
				   // Process the DOWN ARROW key. 
				   //g_pCurrShape->MoveUp();
				   g_pCurrShape->Rotate();
				   //::PlaySound(MAKEINTRESOURCE( IDR_SOUNDMOVE), g_hInstance, SND_RESOURCE | SND_ASYNC);
				   break; 
			   case VK_CLEAR: 
				   // Process the DOWN ARROW key. 
				   while(g_pCurrShape->MoveDown());
				   MoveDownShape();
				   //::PlaySound(MAKEINTRESOURCE( IDR_SOUNDMOVE), g_hInstance, SND_RESOURCE | SND_ASYNC);
				   break; 

			   default:
				   break;
			   }
		   }
			break;
		case WM_CHAR:
			switch (wParam)
			{
			case 'R':
			case 'r':
				g_pCurrShape->Rotate();
				break;
			case ' ':
				if (g_bIsGameOver)
					NewGame();
				break;
			case '5':
				while (g_pCurrShape->MoveDown());
				break;

/*
			case 'N':
			case 'n':
				g_pCurrShape->NextShape();
				break;
*/
			default:
				break;
			}
			break;

             
        case WM_DESTROY:
            // Cleanup and close the app
            FreeDirectDraw();
            PostQuitMessage( 0 );
            return 0L;
    }

    return DefWindowProc(hWnd, msg, wParam, lParam);
}




//-----------------------------------------------------------------------------
// Name: ProcessNextFrame()
// Desc: Move the sprites, blt them to the back buffer, then 
//       flip or blt the back buffer to the primary buffer
//-----------------------------------------------------------------------------
HRESULT ProcessNextFrame( HWND hWnd )
{
    HRESULT hr;

    // Figure how much time has passed since the last time
    DWORD dwCurrTick = timeGetTime();
    DWORD dwTickDiff = dwCurrTick - g_dwLastTick;

	Sleep(50);
    // Don't update if no time has passed 
    if( dwTickDiff < 100 )
        return S_OK; 

	g_nPulse++;
    g_dwLastTick = dwCurrTick;

	if (! g_bIsPaused) {
		if ((g_nPulse % g_nDelayToMoveDown) == 0)
			MoveDownShape();
	}


    // Check the cooperative level before rendering
    if( FAILED( hr = g_pDisplay->GetDirectDraw()->TestCooperativeLevel() ) )
    {
        switch( hr )
        {
            case DDERR_EXCLUSIVEMODEALREADYSET:
                // Do nothing because some other app has exclusive mode
                Sleep(10);
                return S_OK;

            case DDERR_WRONGMODE:
                // The display mode changed on us. Update the
                // DirectDraw surfaces accordingly
                FreeDirectDraw();
                return InitDirectDraw( hWnd );
        }
        return hr;
    }

    // Display the sprites on the screen
    if( FAILED( hr = DisplayFrame() ) )
    {
        if( hr != DDERR_SURFACELOST )
            return hr;

        // The surfaces were lost so restore them 
        RestoreSurfaces();
    }

    return S_OK;
}








//-----------------------------------------------------------------------------
// Name: DisplayFrame()
// Desc: Blts a the sprites to the back buffer, then it blts or flips the 
//       back buffer onto the primary buffer.
//-----------------------------------------------------------------------------
HRESULT DisplayFrame()
{
    HRESULT hr;

    // Blt the help text on the backbuffer, ignoring errors until the flip
    g_pDisplay->Blt( 0, 0, g_pSecondarySurface, &g_rcBackground );


    // Blt all the sprites onto the back buffer using color keying,
    // ignoring errors until the last blt. Note that all of these sprites 
    // use the same DirectDraw surface.
	g_FlooredBlocks.Display();
	g_pCurrShape->Display();
	g_pNextShape->Display();

	if (g_bIsGameOver) {
		// Blt the help text on the backbuffer, ignoring errors until the flip
		g_pDisplay->Blt( 80, 150, g_pGameOverSurface, NULL );
	} else

	if (g_bIsPaused) {
		g_pDisplay->Blt(80, 150, g_pPauseSurface, NULL);
	}

	char szScore[50];
	wsprintf(szScore,"%06d",g_nScore);
    if( FAILED( hr = g_pScoreSurface->DrawText( 0/*hFont*/, szScore, 0,0,0, RGB(255,255,0) ) ) )
        return hr;
	
	g_pDisplay->Blt( SCORE_X, SCORE_Y, g_pScoreSurface, NULL );
	
    // We are in windowed mode so perform a blt from the backbuffer 
    // to the primary, returning any errors like DDERR_SURFACELOST
    if( FAILED( hr = g_pDisplay->Present() ) )
        return hr;

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: RestoreSurfaces()
// Desc: Restore all the surfaces, and redraw the sprite surfaces.
//-----------------------------------------------------------------------------
HRESULT RestoreSurfaces()
{
    LPDIRECTDRAWPALETTE pDDPal = NULL; 
    HRESULT hr;

    if( FAILED( hr = g_pDisplay->GetDirectDraw()->RestoreAllSurfaces() ) )
        return hr;


    // We need to release and re-load, and set the palette again to 
    // redraw the bitmap on the surface.  Otherwise, GDI will not 
    // draw the bitmap on the surface with the right palette
    if( FAILED( hr = g_pDisplay->CreatePaletteFromBitmap( &pDDPal, "IDB_Graphics" ) ) )
        return hr;

    g_pDisplay->SetPalette( pDDPal );

    SAFE_RELEASE( pDDPal );

    // No need to re-create the surface, just re-draw it.
    if( FAILED( hr = g_pSecondarySurface->DrawBitmap( "IDB_Graphics", BITMAP_WIDTH, BITMAP_HEIGHT )))
	    return hr;

	g_FlooredBlocks.Display();
	g_pCurrShape->Display();
	g_pNextShape->Display();
	if (g_bIsGameOver) {
		// No need to re-create the surface, just re-draw it.
		if( FAILED( hr = g_pGameOverSurface->DrawText( NULL, GAMEOVERTEXT, 
			80,150, RGB(0,0,0), RGB(255, 255, 0) ) ) )
			return hr;
	}

    return S_OK;
}

//////////////////////////////////////////////
// Display the Block
//////////////////////////////////////////////
void DisplayBlock(SBlock Block) 
{
	if (Block.nY < 1) return;
	RECT rcBlock = g_rcBlock;
	rcBlock.left = Block.nColor * BLOCK_DIAMETER;
	rcBlock.right = Block.nColor * BLOCK_DIAMETER + BLOCK_DIAMETER;
	
	
	
	g_pDisplay->Blt( (DWORD)Block.nX * BLOCK_DIAMETER - 2 , 
		(DWORD)Block.nY * BLOCK_DIAMETER , 
		g_pSecondarySurface, &rcBlock );
	
}

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