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📄 rei_30.pas

📁 delhpi经典游戏程序设计40例,大家不防下载看看.源码全在项目文件里!
💻 PAS
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unit Rei_30;

interface

uses
  Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs,
  ExtCtrls, Menus, StdCtrls;

type
  TRei40_30 = class(TForm)
    Timer1: TTimer;
    MainMenu1: TMainMenu;
    Image1: TImage;
    Panel1: TPanel;
    Label1: TLabel;
    Label2: TLabel;
    Label3: TLabel;
    Label4: TLabel;
    Edit1: TEdit;
    Edit2: TEdit;
    Edit3: TEdit;
    Edit4: TEdit;
    ScrollBar1: TScrollBar;
    ScrollBar2: TScrollBar;
    ScrollBar3: TScrollBar;
    ScrollBar4: TScrollBar;
    Button1: TButton;
    procedure FormCreate(Sender: TObject);
    procedure Timer1Timer(Sender: TObject);
    procedure ScrollBar1Change(Sender: TObject);
    procedure ScrollBar2Change(Sender: TObject);
    procedure ScrollBar3Change(Sender: TObject);
    procedure ScrollBar4Change(Sender: TObject);
    procedure Button1Click(Sender: TObject);
  private
    { Private 定义 }
  public
    { Public 定义 }
  end;

var
  Rei40_30: TRei40_30;
  //  定义各种变量类型(Byte、Word、Integer、Extended、TRect)
  St: Byte;
  XR, YR: Word;
  X, Y, DX, DY, DD, CY: Integer;
  TR, QTR, DR: Extended;
  Rect_D: TRect;

implementation

{$R *.DFM}

procedure TRei40_30.FormCreate(Sender: TObject);
begin
  //  设定Form属性
  Rei40_30.Height := 480;
  Rei40_30.Width := 640;
  Image1.Width := Rei40_30.ClientHeight;
  Panel1.Width := 152;
  Label1.Height := 23;
  Label1.Left := 10;
  Label1.Top := 12;
  Label1.Width := 63;
  Label2.Height := 23;
  Label2.Left := 10;
  Label2.Top := 82;
  Label2.Width := 63;
  Label3.Height := 23;
  Label3.Left := 10;
  Label3.Top := 152;
  Label3.Width := 63;
  Label4.Height := 23;
  Label4.Left := 10;
  Label4.Top := 222;
  Label4.Width := 63;
  Edit1.Height := 23;
  Edit1.Left := 82;
  Edit1.Top := 10;
  Edit1.Width := 60;
  Edit2.Height := 23;
  Edit2.Left := 82;
  Edit2.Top := 80;
  Edit2.Width := 60;
  Edit3.Height := 23;
  Edit3.Left := 82;
  Edit3.Top := 150;
  Edit3.Width := 60;
  Edit4.Height := 23;
  Edit4.Left := 82;
  Edit4.Top := 220;
  Edit4.Width := 60;
  ScrollBar1.Height := 16;
  ScrollBar1.Left := 10;
  ScrollBar1.Top := 45;
  ScrollBar1.Width := 135;
  ScrollBar2.Height := 16;
  ScrollBar2.Left := 10;
  ScrollBar2.Top := 115;
  ScrollBar2.Width := 135;
  ScrollBar3.Height := 16;
  ScrollBar3.Left := 10;
  ScrollBar3.Top := 185;
  ScrollBar3.Width := 135;
  ScrollBar4.Height := 16;
  ScrollBar4.Left := 10;
  ScrollBar4.Top := 255;
  ScrollBar4.Width := 135;
  Button1.Height := 43;
  Button1.Left := 10;
  Button1.Top := 292;
  Button1.Width := 135;
  //  变量的初始设定
  DD := 10;
  XR := 60;
  YR := 60;
  CY := 1;
  ScrollBar1.Position := DD;
  ScrollBar2.Position := XR;
  ScrollBar3.Position := YR;
  ScrollBar4.Position := CY;
end;

procedure TRei40_30.Timer1Timer(Sender: TObject);
begin
  case St of
    //  若St=0则将画面与变量初始化
    0: begin
      Rect_D := Rect(0, 0, Image1.Width, Image1.Height);
      Image1.Canvas.Brush.Color := clBlack;
      Image1.Canvas.FillRect(Rect_D);
      Edit1.Text := ' ' + IntToStr(DD) + ' ';
      Edit2.Text := ' ' + IntToStr(XR);
      Edit3.Text := ' ' + IntToStr(YR);
      Edit4.Text := ' ' + IntToStr(CY);
      X := Image1.Width div 2;
      Y := 0;
      TR := -Pi / 2;
      DR := DD * Pi / 180;
      St := 1;
    end;
    //  进行座标计算并将点显示出来
    1: begin
      QTR := TR;
      TR := TR + DR;
      DX := Round(XR * (Cos(TR) - Cos(QTR)));
      DY := Round(YR * (Sin(TR) - Sin(QTR)));
      X := X + DX;
      Y := Y + DY + CY;
      Image1.Canvas.Pixels[X, Y] := clWhite;
      Image1.Canvas.Pixels[X + 1, Y] := clWhite;
      if (Y > Image1.Height + YR * 2) or (Y < -YR * 2) then
        St := 2;
    end;
  end;
end;

procedure TRei40_30.ScrollBar1Change(Sender: TObject);
begin
  //  变化角的指定
  DD := ScrollBar1.Position;
  DR := DD * Pi / 180;
  Edit1.Text := ' ' + IntToStr(DD) + ' ';
end;

procedure TRei40_30.ScrollBar2Change(Sender: TObject);
begin
  //  X轴半径的指定
  XR := ScrollBar2.Position;
  Edit2.Text := ' ' + IntToStr(XR);
end;

procedure TRei40_30.ScrollBar3Change(Sender: TObject);
begin
  //  Y轴半径的指定
  YR := ScrollBar3.Position;
  Edit3.Text := ' ' + IntToStr(YR);
end;

procedure TRei40_30.ScrollBar4Change(Sender: TObject);
begin
  //  Y移动量的指定
  CY := ScrollBar4.Position;
  Edit4.Text := ' ' + IntToStr(CY);
end;

procedure TRei40_30.Button1Click(Sender: TObject);
begin
  //  画面初始化的指示
  St := 0;
end;

end.

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