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📄 russiangamedlg.cpp

📁 一个好玩的俄罗斯方块游戏
💻 CPP
📖 第 1 页 / 共 5 页
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// RussianGameDlg.cpp : implementation file
//

#include "stdafx.h"
#include "RussianGame.h"
#include "RussianGameDlg.h"
#include "HeroDlg.h"
#include "NameDlg.h"
#include "mmsystem.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#define LeftMargin 20
#define TopMargin 20


/////////////////////////////////////////////////////////////////////////////
// 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()

/////////////////////////////////////////////////////////////////////////////
// CRussianGameDlg dialog

CRussianGameDlg::CRussianGameDlg(CWnd* pParent /*=NULL*/)
	: CDialog(CRussianGameDlg::IDD, pParent)
{
	//{{AFX_DATA_INIT(CRussianGameDlg)
	//}}AFX_DATA_INIT
	// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
	m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
	m_iScore=0;
	m_iSp=1;
	m_iLine=0;
	pause=FALSE;
	gameover=TRUE;
	FlagSound=FALSE;
	board.game =FALSE;
	board.level =1;
	board.scroe =0;
	board.pic[0].LoadBitmap(IDB_BITMAP0);
	board.pic[1].LoadBitmap(IDB_BITMAP1); 
	rect.left =LeftMargin;
	rect.top =TopMargin;
	rect.right =LeftMargin+202;
	rect.bottom =TopMargin+362;
	picnext[1].LoadBitmap(IDB_PIC1);
	picnext[2].LoadBitmap(IDB_PIC2);
	picnext[3].LoadBitmap(IDB_PIC3);
	picnext[4].LoadBitmap(IDB_PIC4);
	picnext[5].LoadBitmap(IDB_PIC5);
	picnext[6].LoadBitmap(IDB_PIC6);
	picnext[7].LoadBitmap(IDB_PIC7);
	int i,j;
	for(i=0;i<11;i++)
			for(j=0;j<19;j++)
				board.square[i][j]=0; 
	scorenum[0]=AfxGetApp()->GetProfileInt(_T("英雄榜"),_T("scorenum1"),500);
	scorenum[1]=AfxGetApp()->GetProfileInt(_T("英雄榜"),_T("scorenum2"),500);
	scorenum[2]=AfxGetApp()->GetProfileInt(_T("英雄榜"),_T("scorenum3"),500);
	scorenum[3]=AfxGetApp()->GetProfileInt(_T("英雄榜"),_T("scorenum4"),500);
	scorenum[4]=AfxGetApp()->GetProfileInt(_T("英雄榜"),_T("scorenum5"),500);
	scorename[0]=AfxGetApp()->GetProfileString(_T("英雄榜"),_T("scorename1"),_T("无名英雄"));
	scorename[1]=AfxGetApp()->GetProfileString(_T("英雄榜"),_T("scorename2"),_T("无名英雄"));
	scorename[2]=AfxGetApp()->GetProfileString(_T("英雄榜"),_T("scorename3"),_T("无名英雄"));
	scorename[3]=AfxGetApp()->GetProfileString(_T("英雄榜"),_T("scorename4"),_T("无名英雄"));
	scorename[4]=AfxGetApp()->GetProfileString(_T("英雄榜"),_T("scorename5"),_T("无名英雄"));

	
}

void CRussianGameDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CRussianGameDlg)
	DDX_Control(pDX, IDC_SOUND, m_Sound);
	DDX_Control(pDX, IDC_EXIT, m_Exit);
	DDX_Control(pDX, IDC_START, m_Start);
	DDX_Control(pDX, IDC_SPADD, m_SpAdd);
	DDX_Control(pDX, IDC_PAUSE, m_Pause);
	DDX_Control(pDX, IDC_LINEADD, m_LineAdd);
	//}}AFX_DATA_MAP
}

BEGIN_MESSAGE_MAP(CRussianGameDlg, CDialog)
	//{{AFX_MSG_MAP(CRussianGameDlg)
	ON_WM_SYSCOMMAND()
	ON_WM_PAINT()
	ON_WM_QUERYDRAGICON()
	ON_BN_CLICKED(IDC_SPADD, OnSpadd)
	ON_BN_CLICKED(IDC_EXIT, OnExit)
	ON_BN_CLICKED(IDC_START, OnStart)
	ON_WM_TIMER()
	ON_WM_KEYDOWN()
	ON_BN_CLICKED(IDC_PAUSE, OnPause)
	ON_BN_CLICKED(IDC_LINEADD, OnLineadd)
	ON_BN_CLICKED(IDC_SOUND, OnSound)
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CRussianGameDlg message handlers

BOOL CRussianGameDlg::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
	RECT rect;
	GetWindowRect(&rect);
	int cx=rect.right -rect.left ;
	int cy=rect.bottom -rect.top ;
	POINT pos[9];
	pos[0].x =0;
	pos[0].y = 0;
	pos[1].x = cx;
	pos[1].y = 0;
	pos[2].x = cx;
	pos[2].y = cy - 20;
	pos[3].x = cx - 25;
	pos[3].y = cy - 20;
	pos[4].x = cx - 50;
	pos[4].y = cy;
	pos[5].x = 50;
	pos[5].y = cy;
	pos[6].x = 25;
	pos[6].y = cy - 20;
	pos[7].x = 0;
	pos[7].y = cy - 20;
	pos[8] = pos[0];
	HRGN hrgn;//,hrgn1;
	hrgn=CreatePolygonRgn(pos,9,2);
	CDC *pDC=GetDC();
//	SetBkMode(pDC->m_hDC,TRANSPARENT);
//	pDC->BeginPath();
//	pDC->TextOut(cx/2-20,cy-10,"英雄无敌",8);
//	pDC->EndPath();
//	hrgn1=PathToRegion(pDC->m_hDC);
	//CombineRgn(hrgn,hrgn,hrgn1,RGN_DIFF);
//	SetWindowRgn(hrgn,TRUE);
	m_SpAdd.SetIcon(IDI_ICONADD);	
	m_SpAdd.AddToolTip(_T("水平"));
	m_SpAdd.SetBtnCursor(IDC_HAND);
	m_SpAdd.SetActiveFgColor(RGB(0,0,255));
	m_Start.SetIcon(IDI_ICONSTART);
	m_Start.AddToolTip(_T("开始"));
	m_Start.SetBtnCursor(IDC_HAND);
	m_Start.SetActiveFgColor(RGB(0,0,255));
	m_Pause.SetIcon(IDI_ICONPAUSE);
	m_Pause.AddToolTip(_T("暂停"));
	m_Pause.SetBtnCursor(IDC_HAND);
	m_Pause.SetActiveFgColor(RGB(0,0,255));
	m_Exit.SetIcon(IDI_ICONEXIT);
	m_Exit.AddToolTip(_T("退出"));
	m_Exit.SetBtnCursor(IDC_HAND);
	m_Exit.SetActiveFgColor(RGB(0,0,255));
	m_LineAdd.SetIcon(IDI_ICONADD);
	m_LineAdd.AddToolTip(_T("行数"));
	m_LineAdd.SetBtnCursor(IDC_HAND);
	m_LineAdd.SetActiveFgColor(RGB(0,0,255));
	m_Sound.SetIcon(IDI_ICONSOUND);
	m_Sound.AddToolTip(_T("声音"));
	m_Sound.SetBtnCursor(IDC_HAND);
	m_Sound.SetActiveFgColor(RGB(0,0,255));
	Score_num.Create(this,285,105,0,5);
	Sp_num.Create(this,305,157,0,2);
	Line_num.Create(this,305,243,0,2);
	
	//TODO: Add extra initialization here
	
	return TRUE;  // return TRUE  unless you set the focus to a control
}

void CRussianGameDlg::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 CRussianGameDlg::OnPaint() 
{
	CPaintDC dc(this);
	if (IsIconic())
	{
		 // 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
	{
		/*CDC memdc;
		CDC *pDC=GetDC();
		RECT rect;
		memdc.CreateCompatibleDC(pDC);
		GetClientRect(&rect);
		CBitmap bitmap;
		bitmap.LoadBitmap(IDB_BACKPIC);
		int cx=rect.right -rect.left ;
		int cy=rect.bottom -rect.top ;
		memdc.SelectObject(bitmap);
		pDC->BitBlt(0,0,cx,cy,&memdc,0,0,SRCCOPY);
		ReleaseDC(pDC);*/
		CBrush br(RGB(0,0,255));
		CRect rc=rect;
		dc.FrameRect(&rc,&br);
		rc.InflateRect(2,2);
		CBrush br1(RGB(0,255,0));
		dc.FrameRect(&rc,&br1);
		CBrush br2(RGB(255,0,0));
		rc.InflateRect(2,2);
		dc.FrameRect(&rc,&br2);
		br.DeleteObject();
		br1.DeleteObject();
		br2.DeleteObject();
		rc.SetRectEmpty();
		paintpic(&dc);
		Score_num.SetNumber(board.scroe);
		Sp_num.SetNumber(board.level);
		Line_num.SetNumber(m_iLine);
		CDialog::OnPaint();
	}
}

// The system calls this to obtain the cursor to display while the user drags
//  the minimized window.
HCURSOR CRussianGameDlg::OnQueryDragIcon()
{
	return (HCURSOR) m_hIcon;
}

void CRussianGameDlg::checkforhighscore()
{
getscore();
int n,j;
for (n=0;n<5;n++)
if(board.scroe >= scorenum[n])

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