📄 gamedlg.cpp
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// gameDlg.cpp : implementation file
//
#include "stdafx.h"
#include "game.h"
#include "gameDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#include "Gameover.h"
#define M 13
#define N 20
#define V 34
int G[M][N];
int Run_Time=500;
#define Clear_away one(0,object.x, object.y)
int X=47,Y=40,r=25;
COLORREF BackColor=RGB(118,4,118);//RGB(223,194,108);
OBJECT object;
int a0,a1,a2,a3,a4,a5,a6,a7; int ZZ;
OBJECT object2;
int b0,b1,b2,b3,b4,b5,b6,b7; int ZZ2;
OBJECT object3;
int c0,c1,c2,c3,c4,c5,c6,c7; int ZZ3;
int Runing=0,Score=0;
int X1=250,X2=300;int OK_X=960,OK_Y=20,sizeZ=40;
int J_x=430,J_y=245;
int m_a=435,m_b=95;
int Back;
CPoint pointo,poinfrom;
CPoint p1,pp;
CRect rect;
CRect desktopRect;
int Read=1;
int m_W,m_H;int LW,LH;
CPoint ooo;
CRect rect0;//桌面大小
CRect rectO;//窗口大小
CPoint rectp;//鼠标位置
CPoint recto;//窗口位置
CRect So,Si,Sj; float R=0.15; int T=30,Set=0;
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CGameDlg dialog
CGameDlg::CGameDlg(CWnd* pParent /*=NULL*/)
: CDialog(CGameDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CGameDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}
void CGameDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CGameDlg)
DDX_Control(pDX, IDC_COMBO1, m_str);
DDX_Control(pDX, IDC_OUT, m_Out);
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CGameDlg, CDialog)
//{{AFX_MSG_MAP(CGameDlg)
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_BN_CLICKED(IDC_BACKCOLOR, OnBackcolor)
ON_BN_CLICKED(IDC_BUTTON1, OnButton1)
ON_BN_CLICKED(IDC_DOWN, OnDown)
ON_BN_CLICKED(IDC_LEFT, OnLeft)
ON_BN_CLICKED(IDC_RIGHT, OnRight)
ON_BN_CLICKED(IDC_UP, OnUp)
ON_WM_TIMER()
ON_WM_DESTROY()
ON_BN_CLICKED(IDC_BUTTON2, OnButton2)
ON_BN_CLICKED(IDC_BUTTON3, OnButton3)
ON_BN_CLICKED(IDC_BUTTON4, OnButton4)
ON_BN_CLICKED(IDC_BUTTON5, OnButton5)
ON_BN_CLICKED(IDC_MYSELF, OnMyself)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CGameDlg message handlers
BOOL CGameDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// Add "About..." menu item to system menu.
// IDM_ABOUTBOX must be in the system command range.
ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
ASSERT(IDM_ABOUTBOX < 0xF000);
CMenu* pSysMenu = GetSystemMenu(FALSE);
if (pSysMenu != NULL)
{
CString strAboutMenu;
strAboutMenu.LoadString(IDS_ABOUTBOX);
if (!strAboutMenu.IsEmpty())
{
pSysMenu->AppendMenu(MF_SEPARATOR);
pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
}
}
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
m_str.AddString("低级");
m_str.AddString("高级");
m_str.AddString("中级");
m_str.SetCurSel(0);
ooo.x=ooo.y=0;
recto=rectp=ooo;//桌面大小
ClientToScreen(&recto);
GetCursorPos(&rectp);
GetClientRect(&rect);
m_W=rect.Width();m_H=rect.Height()+30;
GetDesktopWindow()->GetWindowRect(desktopRect);
LW=desktopRect.Width ();
LH=desktopRect.Height ();
So.bottom=int(LH-R*LH);So.top=int(R*LH);
So.right=int(LW-R*LW); So.left=int(R*LW);
SetTimer(10,1,NULL);
SetTimer(9,1,NULL);
// TODO: Add extra initialization here
return TRUE; // return TRUE unless you set the focus to a control
}
void CGameDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
if ((nID & 0xFFF0) == IDM_ABOUTBOX)
{
CAboutDlg dlgAbout;
dlgAbout.DoModal();
}
else
{
CDialog::OnSysCommand(nID, lParam);
}
}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void CGameDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialog::OnPaint();
}
}
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR CGameDlg::OnQueryDragIcon()
{
return (HCURSOR) m_hIcon;
}
//=========================================================================================
//=======================================================================================
void CGameDlg::one(OBJECT object) //以组形式画出
{ Clear_away;
one(object.Type, object.x, object.y);
}
void CGameDlg::one(OBJECT object,int a,int b)
{
one(object.Type, object.x+b, object.y+a);
}
void CGameDlg::Clear(int a,int b)
{
one(0,object.x+a, object.y+b);
}
int CGameDlg::check1() //走动条件
{
if(object.x+a2>M-1||object.x+a4>M-1||object.x+a6>M-1
||object.x+a2<0||object.x+a4<0||object.x+a6<0)
return 1;
else if( G[object.x+a0][object.y+a1]||G[object.x+a2][object.y+a3]
||G[object.x+a4][object.y+a5]||G[object.x+a6][object.y+a7])
return 1;
else return 0;
}
int CGameDlg::check2() //走动条件
{
if(object.y+a3>N-1||object.y+a5>N-1||object.y+a7>N-1
||object.y+a3<0||object.y+a5<0||object.y+a7<0)
return 1;
else if( G[object.x+a0][object.y+a1]||G[object.x+a2][object.y+a3]
||G[object.x+a4][object.y+a5]||G[object.x+a6][object.y+a7])
return 1;
else return 0;
}
int CGameDlg::check3() //走动条件
{
if(object.y>N-1||object.y+a3>N-1||object.y+a5>N-1||object.y+a7>N-1)
return 1;
else if(G[object.x+a0][object.y+a1]||G[object.x+a2][object.y+a3]
||G[object.x+a4][object.y+a5]||G[object.x+a6][object.y+a7] )
return 1;
else return 0;
}
void CGameDlg::cout(int a1,int x,int y)
{ char ch[10];
CDC *pDC=GetDC(); ASSERT(pDC!=NULL);
if(a1==-1) pDC->TextOut(x,y,"-1");
else if (a1==0) pDC->TextOut(x,y,"0");
else {gcvt(a1,10,ch);pDC->TextOut(x,y,ch);}
ReleaseDC(pDC);
}
/////////////////////////////////////////////////////////////////////////////
// CMyView message handlers
void CGameDlg::OnDraw(CDC* pDC) //开始进入
{
// TODO: add draw code for native data here
Shape(); int i,j;
for(i=0;i<M;i++)for(j=0;j<N;j++)G[i][j]=0; Runing=1;Score=0;
object.Type=3;object.x=M/2;object.y=0;object.group=3; ZZ=1;
PreView();
Show(object);
ChangeShape(object);
ObjectGroup(object);
switch(m_str.GetCurSel())
{
case 0: Run_Time=700;break;
case 1: Run_Time=100;break;
case 2: Run_Time=400;break;
}
SetTimer(11,Run_Time,NULL);
pointo.x=pointo.y=0;
ClientToScreen(&pointo);
poinfrom=pointo;
}
void CGameDlg::Shape() //外部框架
{
int line=18;int rr=4;
CDC *pDC=GetDC();
ASSERT(pDC!=NULL);
CPen pen;
pen.CreatePen (PS_SOLID,1,RGB(0,0,0));
CBrush brush1,brush2,brush3;
brush1.CreateSolidBrush (RGB(60,60,60));
brush3.CreateSolidBrush (RGB(0,170,0));
brush2.CreateSolidBrush (BackColor);
pDC->SelectObject (pen);
pDC->SelectObject (brush1);
pDC->Rectangle(X-line,Y-line,X+M*r+line,Y+N*r+line);
int b=line*2/3,c=b-rr;
pDC->SelectObject (brush3);
pDC->Rectangle(X-b,Y-b,X+M*r+b,Y+N*r+b);
pDC->SelectObject (brush1);
pDC->Rectangle(X-c,Y-c,X+M*r+c,Y+N*r+c);
pDC->SelectObject (brush2);
pDC->Rectangle(X-2,Y-2,X+M*r+2,Y+N*r+2);
DeleteObject(pen);DeleteObject(brush1);
DeleteObject(brush2);DeleteObject(brush3);
ReleaseDC(pDC);
}
void CGameDlg::one(int Type, int i, int j) //某元格颜色 位置
{
if(Runing==0){OnDestroy();return;}
CDC *pDC=GetDC(); ASSERT(pDC!=NULL);
COLORREF color,L_color=RGB(0,0,0);
switch(Type)
{ case 0: color=L_color=BackColor;break;
case 1: color=RGB(131,129,222); break;
case 2: color=RGB(250,90,130); break;
case 3: color=RGB(40,220,250); break;
case 4: color=RGB(40,120,50); break;
case 5: color=RGB(0,250,0); break;
case 6: color=RGB(131,19,222); break;
case 7: color=RGB(120,190,30); break;
case 8: color=RGB(140,20,150); break;
case 9: color=RGB(40,120,150); break;
case 10: color=RGB(23,62,180); break;
case 11: color=RGB(131,129,22); break;
case 12: color=RGB(20,190,130); break;
case 13: color=RGB(40,234,220); break;
case 14: color=RGB(140,70,150); break;
case 15: color=RGB(30,150,40); break;
case 16: color=RGB(78,203,30); break;
case 17: color=RGB(120,100,30); break;
case 18: color=RGB(240,70,20); break;
case 19: color=RGB(40,180,90); break;
case 20: color=RGB(123,62,180); break;
case 21: color=RGB(120,0,20); break;
case 22: color=RGB(0,0,250); break;
case 23: color=RGB(0,250,0); break;
case 24: color=RGB(0,250,250); break;
case 25: color=RGB(250,0,0); break;
case 26: color=RGB(250,0,250); break;
case 27: color=RGB(250,250,0); break;
case 28: color=RGB(250,250,250);break;
case 29: color=RGB(rand()%250,rand()%250,rand()%250); break;
case 30: color=RGB(rand()%250,rand()%250,rand()%250); break;
case 31: color=RGB(rand()%250,rand()%250,rand()%250); break;
case 32: color=RGB(rand()%250,rand()%250,rand()%250); break;
case 33: color=RGB(rand()%250,rand()%250,rand()%250); break;
case 34: color=RGB(rand()%250,rand()%250,rand()%250); break;
}
CPen pen;
CBrush brush;
pen.CreatePen (PS_SOLID,1,L_color);
brush.CreateSolidBrush (color);
pDC->SelectObject (pen);
pDC->SelectObject (brush);
pDC->Rectangle(X+i*r,Y+j*r,X+(i+1)*r,Y+(j+1)*r);
DeleteObject(pen);DeleteObject(brush);
ReleaseDC(pDC);
}
void CGameDlg::ObjectGroup(OBJECT object)//画组
{ if(Runing==0){OnDestroy();return;}
one(object,a1,a0);
one(object,a3,a2);
one(object,a5,a4);
one(object,a7,a6);
}
void CGameDlg::DeleteGroup(OBJECT object)//删组
{ if(Runing==0){OnDestroy();return;}
Clear(a0,a1);
Clear(a2,a3);
Clear(a4,a5);
Clear(a6,a7);
}
void CGameDlg::ChangeShape(OBJECT object)//转组
{ int z[4][2]={0},i,j,k;
if(Runing==0){OnDestroy();return;}
do{
switch(object.group)
{
case 1: ZZ=0; z[1][0]=1;z[1][1]=0; z[2][0]=0;z[2][1]=1;z[3][0]=1;z[3][1]=1;break;
case 2: ZZ++; ZZ%=4;
switch(ZZ)
{ case 0: z[1][0]=-1;z[1][1]=0; z[2][0]=1;z[2][1]=0;z[3][0]=-1;z[3][1]=-1;break;
case 1: z[1][0]=0;z[1][1]=1; z[2][0]=0;z[2][1]=-1;z[3][0]=1;z[3][1]=-1;break;
case 2: z[1][0]=-1;z[1][1]=0; z[2][0]=1;z[2][1]=0;z[3][0]=1;z[3][1]=1;break;
case 3: z[1][0]=0;z[1][1]=-1; z[2][0]=0;z[2][1]=1;z[3][0]=-1;z[3][1]=1;break;
}
break;
case 3: ZZ++; ZZ%=4;
switch(ZZ)
{ case 0: z[1][0]=-1;z[1][1]=0; z[2][0]=1;z[2][1]=0;z[3][0]=1;z[3][1]=-1;break;
case 1: z[1][0]=0;z[1][1]=1; z[2][0]=0;z[2][1]=-1;z[3][0]=1;z[3][1]=1;break;
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