⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 bitmaptables.h

📁 坦克游戏编程
💻 H
📖 第 1 页 / 共 4 页
字号:

    {1 /* Num bitmaps */, &m_Bitmaps[151] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 123

        // Mine

    {2 /* Num bitmaps */, &m_Bitmaps[152] /* Bitmap */, TRUE /* Cyclic anim */, 500 /* Frame delay */},     // 124

        //  Shells bonus 

    {20/* Num bitmaps */, &m_Bitmaps[214] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */},     // 125

        //  Bullets bonus 

    {20/* Num bitmaps */, &m_Bitmaps[174] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */},     // 126

        //  Mines bonus 

    {9 /* Num bitmaps */, &m_Bitmaps[243] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */},     // 127

        //  Aerial support bonus 

    {20/* Num bitmaps */, &m_Bitmaps[154] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */},     // 128

        //  Faster fire rate bonus 

    {20/* Num bitmaps */, &m_Bitmaps[194] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */},     // 129

        //  Shield repair bonus 

    {9 /* Num bitmaps */, &m_Bitmaps[234] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */},     // 130

        //  Game over animation 

    {60/* Num bitmaps */, &m_Bitmaps[252] /* Bitmap */, TRUE /* Cyclic anim */,  66 /* Frame delay */},     // 131

        // Bomber

    {1 /* Num bitmaps */, &m_Bitmaps[312] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 132
    {1 /* Num bitmaps */, &m_Bitmaps[313] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 133
    {1 /* Num bitmaps */, &m_Bitmaps[314] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 134
    {1 /* Num bitmaps */, &m_Bitmaps[315] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 135
    {1 /* Num bitmaps */, &m_Bitmaps[316] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 136
    {1 /* Num bitmaps */, &m_Bitmaps[317] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 137
    {1 /* Num bitmaps */, &m_Bitmaps[318] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 138
    {1 /* Num bitmaps */, &m_Bitmaps[319] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 139
    {1 /* Num bitmaps */, &m_Bitmaps[320] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 140
    {1 /* Num bitmaps */, &m_Bitmaps[321] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 141
    {1 /* Num bitmaps */, &m_Bitmaps[322] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 142
    {1 /* Num bitmaps */, &m_Bitmaps[323] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 143
    {1 /* Num bitmaps */, &m_Bitmaps[324] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 144
    {1 /* Num bitmaps */, &m_Bitmaps[325] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 145
    {1 /* Num bitmaps */, &m_Bitmaps[326] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 146
    {1 /* Num bitmaps */, &m_Bitmaps[327] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 147
    {1 /* Num bitmaps */, &m_Bitmaps[328] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 148
    {1 /* Num bitmaps */, &m_Bitmaps[329] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 149
    {1 /* Num bitmaps */, &m_Bitmaps[330] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 150
    {1 /* Num bitmaps */, &m_Bitmaps[331] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 151
    {1 /* Num bitmaps */, &m_Bitmaps[332] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 152
    {1 /* Num bitmaps */, &m_Bitmaps[333] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 153
    {1 /* Num bitmaps */, &m_Bitmaps[334] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 154
    {1 /* Num bitmaps */, &m_Bitmaps[335] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */},      // 155

    {11/* Num bitmaps */, &m_Bitmaps[336] /* Bitmap */, FALSE /* Cyclic anim */,120/* Frame delay */},      // 156

    {1 /* Num bitmaps */, &m_Bitmaps[347] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}       // 157
};


CImageManager::ImageInfoType CImageManager::m_ImagesInfo[] = {
    // Image 0 (TANK1): 24 SubImages
    {
        24,             // Number of sub images
        &m_SubImages[ 0]// Pointer to 1st sub-image
    },
            
    // Image 1 (TANK2): 24 SubImages
    {
        24,             // Number of sub images
        &m_SubImages[24]// Pointer to 1st sub-image
    },
            
    // Image 2 (TANK3): 24 SubImages
    {
        24,             // Number of sub images
        &m_SubImages[48]// Pointer to 1st sub-image
    },
            
    // Image 3 (TANK4): 24 SubImages
    {
        24,             // Number of sub images
        &m_SubImages[72]// Pointer to 1st sub-image
    },
            
    // Image 4 (TANK_EXPLODE): 1 SubImage - 16 frames
    {
        1,                // Number of sub images
        &m_SubImages[120] // Pointer to 1st sub-image
    },
            
    // Image 5 (SHELL): 24 SubImages
    {
        24,             // Number of sub images
        &m_SubImages[96]// Pointer to 1st sub-image
    },

    // Image 6 (SHELL_EXPLODE): 1 SubImage - 28 frames
    {
        1,                // Number of sub images
        &m_SubImages[121] // Pointer to 1st sub-image
    },
            
    // Image 7 (BULLET): 1 SubImage
    {
        1,                // Number of sub images
        &m_SubImages[122] // Pointer to 1st sub-image
    },

    // Image 8 (BOARD): 1 SubImage
    {
        1,                // Number of sub images
        &m_SubImages[123] // Pointer to 1st sub-image
    },

    // Image 9 (MINE): 1 SubImage - 2 frame
    {
        1,                // Number of sub images
        &m_SubImages[124] // Pointer to 1st sub-image
    },
    //  Image 10 (Shells bonus): 1 SubImage - 20 frames 
    {
        1,                // Number of sub images
        &m_SubImages[125] // Pointer to 1st sub-image
    },
    //  Image 11 (Bullets bonus): 1 SubImage - 20 frames 
    {
        1,                // Number of sub images
        &m_SubImages[126] // Pointer to 1st sub-image
    },
    //  Image 12 (Mines bonus): 1 SubImage - 9 frames 
    {
        1,                // Number of sub images
        &m_SubImages[127] // Pointer to 1st sub-image
    },
    //  Image 13 (Aerial support bonus): 1 SubImage - 20 frames
    {
        1,                // Number of sub images
        &m_SubImages[128] // Pointer to 1st sub-image
    },
    //  Image 14 (Faster fire rate bonus): 1 SubImage - 20 frames 
    {
        1,                // Number of sub images
        &m_SubImages[129] // Pointer to 1st sub-image
    },
    //  Image 15 (Shield repair bonus): 1 SubImage - 9 frames 
    {
        1,                // Number of sub images
        &m_SubImages[130] // Pointer to 1st sub-image
    },
    //  Image 16 (GameOver animation): 1 SubImage - 60 frames 
    {
        1,                // Number of sub images
        &m_SubImages[131] // Pointer to 1st sub-image
    },
    //  Image 17 (Bomber): 24 SubImages
    {
        24,               // Number of sub images
        &m_SubImages[132] // Pointer to 1st sub-image
    },
    //  Image 18 (Falling bomb): 1 SubImage - 11 frames
    {
        1,                // Number of sub images
        &m_SubImages[156] // Pointer to 1st sub-image
    },
    // Image 19 (zombie overaly): 1 Sub image - 1 frame
    {
        1,                // Number of sub images
        &m_SubImages[157] // Pointer to 1st sub-image
    }
};

#endif

⌨️ 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 + -