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📄 canvasframe.cpp

📁 《Visual C++游戏设计入门》配套代码
💻 CPP
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// canvasFrame.cpp : implementation file
//

#include "stdafx.h"
#include "canvasr.h"
#include "canvasFrame.h"

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

/////////////////////////////////////////////////////////////////////////////
// canvasFrame
IMPLEMENT_DYNCREATE(canvasFrame, CFrameWnd)

struct monster    //建立怪物移动路径结构
{
	CPoint p1;
	CPoint p2;
	CPoint p3;
	CPoint p4;
	CPoint p5;
	CPoint now;   //目前所在的移动坐标
	int d;        //目前的移动方向
};
int i,c,xp;
monster mon[2];   //声明移动怪物数组
canvasFrame::canvasFrame()
{
	Create(NULL,"绘图窗口");
	CClientDC dc(this);
	int width = dc.GetDeviceCaps(HORZRES);
	int height = dc.GetDeviceCaps(VERTRES);
	GetWindowRect( &rect );
	width = ( width - ( rect.right - rect.left ))/2 ;
	height = (height - (rect.bottom - rect.top ))/2 ;
	MoveWindow( width , height , (rect.right - rect.left ) , (rect.bottom - rect.top ) ,true);
	mdc = new CDC;
	mdc1 = new CDC;
	mdc->CreateCompatibleDC(&dc);
	mdc1->CreateCompatibleDC(&dc);
	temp = new CBitmap;
	right = new CBitmap;
	left = new CBitmap;
	down = new CBitmap;
	mright = new CBitmap;
	mleft = new CBitmap;
	mdown = new CBitmap;
	bgbmp = new CBitmap;
	temp->CreateCompatibleBitmap(&dc,rect.right,rect.bottom);
	bgbmp->m_hObject = (HBITMAP)::LoadImage(NULL,"bground.bmp",IMAGE_BITMAP,rect.right,rect.bottom,LR_LOADFROMFILE);	
	down->m_hObject = (HBITMAP)::LoadImage(NULL,"1.bmp",IMAGE_BITMAP,544,82,LR_LOADFROMFILE);
	left->m_hObject = (HBITMAP)::LoadImage(NULL,"2.bmp",IMAGE_BITMAP,760,99,LR_LOADFROMFILE);
	right->m_hObject = (HBITMAP)::LoadImage(NULL,"3.bmp",IMAGE_BITMAP,760,99,LR_LOADFROMFILE);
	mdown->m_hObject = (HBITMAP)::LoadImage(NULL,"m1.bmp",IMAGE_BITMAP,544,82,LR_LOADFROMFILE);
	mleft->m_hObject = (HBITMAP)::LoadImage(NULL,"m2.bmp",IMAGE_BITMAP,760,99,LR_LOADFROMFILE);
	mright->m_hObject = (HBITMAP)::LoadImage(NULL,"m3.bmp",IMAGE_BITMAP,760,99,LR_LOADFROMFILE);

	//以下程序代码初始化第一只小恐龙的转折点与初始位置
	mon[0].p1.x = 0;
	mon[0].p1.y = 60;
	mon[0].p2.x = 500;
	mon[0].p2.y = 60;
	mon[0].p3.x = 500;
	mon[0].p3.y = 200;
	mon[0].p4.x = 0;
	mon[0].p4.y = 200;
	mon[0].now.x = 0;
	//以下程序代码初始化第二只小恐龙的转折点与初始位置
	mon[1].p1.x = 60;
	mon[1].p1.y = 100;
	mon[1].p2.x = 400;
	mon[1].p2.y = 100;
	mon[1].p3.x = 400;
	mon[1].p3.y = 160;
	mon[1].p4.x = 60;
	mon[1].p4.y = 160;
	mon[1].now.x = 60;
	mdc->SelectObject(temp);
}

canvasFrame::~canvasFrame()
{
	delete mdc;                
	delete mdc1;
	delete down;
	delete left;
	delete right;
	delete bgbmp;
	delete mdown;
	delete mleft;
	delete mright;
	delete temp;
}


BEGIN_MESSAGE_MAP(canvasFrame, CFrameWnd)
	//{{AFX_MSG_MAP(canvasFrame)
	ON_WM_CREATE()
	ON_WM_TIMER()
	ON_WM_CHAR()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// canvasFrame message handlers

int canvasFrame::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// TODO: Add your specialized creation code here
	SetTimer(1,100,NULL);
	return 0;
}

void canvasFrame::OnTimer(UINT nIDEvent) 
{
	CClientDC dc(this);
	mdc1->SelectObject(bgbmp);
	mdc->BitBlt(0,0,rect.right,rect.bottom,mdc1,0,0,SRCCOPY);
	for(i=0;i<=1;i++)
	{
		if(mon[i].now.x == mon[i].p1.x && mon[i].now.y <mon[i].p1.y)
		{
			if(mon[i].d==1)          
			{
				c++;
				if(c==8)
					c=0;
			}
			else
				c=0;
			xp=68*c;
			mdc1->SelectObject(mdown);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCAND);
			mdc1->SelectObject(down);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCPAINT);
			mon[i].now.y+=20;
			mon[i].d=1;
		}
		if(mon[i].now.x <mon[i].p2.x && mon[i].now.y == mon[i].p2.y)
		{
			if(mon[i].d==3)          
			{
				c++;
				if(c==8)
					c=0;
			}
			else
				c=0;
			xp=95*c;
			mdc1->SelectObject(mright);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,95,99,mdc1,xp,0,SRCAND);
			mdc1->SelectObject(right);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,95,99,mdc1,xp,0,SRCPAINT);
			mon[i].now.x+=20;
			mon[i].d=3;
		}
		if(mon[i].now.x==mon[i].p3.x && mon[i].now.y<mon[i].p3.y)
		{
			if(mon[i].d==1)
			{
				c++;
				if(c==8)
					c=0;
			}
			else
				c=0;
			xp=68*c;
			mdc1->SelectObject(mdown);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCAND);
			mdc1->SelectObject(down);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCPAINT);
			mon[i].now.y+=20;
			mon[i].d=1;
		}
		if(mon[i].now.x > mon[i].p4.x && mon[i].now.y==mon[i].p4.y)
		{
			if(mon[i].d==2)
			{
				c++;
				if(c==8)
					c=0;
			}
			else
				c=0;
			xp=95*c;
			mdc1->SelectObject(mleft);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,95,99,mdc1,xp,0,SRCAND);
			mdc1->SelectObject(left);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,95,99,mdc1,xp,0,SRCPAINT);
			mon[i].now.x-=20;
			mon[i].d=2;
		}
		if(mon[i].now.x==mon[i].p4.x && mon[i].now.y>=mon[i].p4.y)
		{
			if(mon[i].d==1)
			{
				c++;
				if(c==8)
					c=0;
			}
			else
				c=0;
			xp=68*c;
			mdc1->SelectObject(mdown);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCAND);
			mdc1->SelectObject(down);
			mdc->BitBlt(mon[i].now.x,mon[i].now.y,68,82,mdc1,xp,0,SRCPAINT);
			mon[i].d=1;
			if(mon[i].now.y>rect.bottom)
				mon[i].now.y=-80;
			else
				mon[i].now.y+=20;
		}
	}
	dc.BitBlt(0,0,rect.right,rect.bottom,mdc,0,0,SRCCOPY);
	CFrameWnd::OnTimer(nIDEvent);
}

void canvasFrame::OnChar(UINT nChar, UINT nRepCnt, UINT nFlags) 
{
	// TODO: Add your message handler code here and/or call default
	if(nChar == VK_ESCAPE)
		PostMessage(WM_CLOSE);
	CFrameWnd::OnChar(nChar, nRepCnt, nFlags);
}

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