📄 mario01.cpp
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// mario01.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "resource.h"
#include "bitmaptool.h"
#include "texttool.h"
#include "gamemap.h"
#include "myclock.h"
#define MAX_LOADSTRING 100
char *pPreText[]={
"制作: programking 2008年8月",
"操作: Z:子弹 X:跳 方向键移动 W:默认窗口大小",
"x",
"地图文件错误,请修正错误后重新启动程序。",
"(上下键选择菜单,回车键确认)",
"开始游戏",
"操作说明",
"博客: http://blog.csdn.net/programking",
"(回车键返回主菜单)"
};
int mapani[2][10]={
{32,32,64,32,32,52,64,32,64,32},
{32,32,64,32,32,25,64,32,64,32},
};
int mapsolid[2][13]={
{32,32,32,32,32,32,32,32,32,64,64,20,100},
{32,32,32,32,32,32,32,32,32,64,64,10,12}
};
int mapanibk[2][4]={
{96,96,96,96},
{64,64,64,64},
};
int mapanimagic[2][1]={
{192},
{128}
};
//所有地图信息
struct MAPINFO allmapinfo[]={
{1,3,66,7,0,5},
{2,4,25,4,1,5},
{MAX_MATCH,-1,-1,-1,2,5},
{-1,0,3,8,3,1},
{-1,1,3,8,3,2}
};
//普通蘑菇兵
struct ROLE gl_enemy_normal=
{
0,
0,
32,
32,
ID_ANI_ENEMY_NORMAL,
0,
2,
0,
0,
-ENEMY_STEP_X,//speed
1,
1
};
//跟踪打印
//FILEREPORT f1;
MYCLOCK c1;
GAMEMAP gamemap;
MYBITMAP bmPre;
MYBKSKY bmSky;
MYANIOBJ bmMap;
MYANIOBJ bmMapBkObj;
MYANIOBJ bmAniObj;
MYROLE rmain;
MYANIMAGIC bmMagic;
MYFONT myfont;
HDC hwindow,hscreen,hmem,hmem2;
HBITMAP hmapnull;
int wwin,hwin;
int wwingame,hwingame;
HWND hWndMain;
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text
// Foward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// TODO: Place code here.
MSG msg;
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_MARIO01, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_MARIO01);
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage is only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_MARIO01);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
// wcex.lpszMenuName = (LPCSTR)IDC_MARIO01;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
//
// FUNCTION: InitInstance(HANDLE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // Store instance handle in our global variable
wwingame=GAMEW*32;
hwingame=GAMEH*32;
wwin=GetSystemMetrics(SM_CXSCREEN);
hwin=GetSystemMetrics(SM_CYSCREEN);
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
(wwin-wwingame)/2, (hwin-hwingame)/2,
wwingame, hwingame+32, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
hWndMain=hWnd;
//dc
hwindow=GetDC(hWnd);
hscreen=CreateCompatibleDC(hwindow);
hmem=CreateCompatibleDC(hwindow);
hmem2=CreateCompatibleDC(hwindow);//用于魔法特效的临时DC
//用空位图初始化各个DC
hmapnull=CreateCompatibleBitmap(hwindow,GAMEW*32*5,GAMEH*32);
SelectObject(hscreen,hmapnull);
SelectObject(hmem,hmapnull);
SelectObject(hmem2,hmapnull);
ReleaseDC(hWnd, hwindow);
//pic
bmPre.Init(hInstance,IDB_BITMAP_PRE1,1,5);
bmPre.SetDevice(hscreen,hmem,GAMEW*32,GAMEH*32);
bmPre.SetPos(BM_USER,0,0);
bmSky.Init(hInstance,IDB_BITMAP_MAP_SKY,1,4);
bmSky.SetDevice(hscreen,hmem,GAMEW*32*MAX_PAGE,GAMEH*32);
bmSky.SetPos(BM_USER,0,0);
bmMap.Init(hInstance,IDB_BITMAP_MAP,1,1);
bmMap.SetDevice(hscreen,hmem,GAMEW*32*MAX_PAGE,GAMEH*32);
bmMap.InitAniList(mapsolid[0],mapsolid[1], sizeof(mapsolid[0])/sizeof(int),0);
bmMapBkObj.Init(hInstance,IDB_BITMAP_MAP_BK,1,1);
bmMapBkObj.SetDevice(hscreen,hmem,GAMEW*32*MAX_PAGE,GAMEH*32);
bmMapBkObj.InitAniList(mapanibk[0],mapanibk[1],sizeof(mapanibk[0])/sizeof(int),1);
bmAniObj.Init(hInstance,IDB_BITMAP_ANI,1,1);
bmAniObj.SetDevice(hscreen,hmem,GAMEW*32*MAX_PAGE,GAMEH*32);
bmAniObj.InitAniList(mapani[0],mapani[1],sizeof(mapani[0])/sizeof(int),1);
bmMagic.Init(hInstance,IDB_BITMAP_MAGIC,1,1);
bmMagic.SetDevice(hscreen,hmem, hmem2);
bmMagic.InitAniList(mapanimagic[0],mapanimagic[1],sizeof(mapanimagic[0])/sizeof(int));
rmain.Init(hInstance,IDB_BITMAP_ROLE,5,1);
rmain.SetDevice(hscreen,hmem,GAMEW*32*MAX_PAGE,GAMEH*32);
//text
myfont.SetDevice(hscreen);
//map
gamemap.Init();
rmain.SetPos(BM_USER,3*32,8*32);
rmain.InitRole(0,GAMEW*32*MAX_PAGE-32);
//文件检查
if(!gamemap.LoadMap())
{
gamemap.CodeErr(ERR_MAP_FILE);
}
c1.SetDevice(hscreen);
c1.Begin(hWnd, GAME_TIME_CLIP ,-1);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
TCHAR szHello[MAX_LOADSTRING];
LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING);
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_PAINT:
hwindow = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
//初始化空图
SelectObject(hscreen,hmapnull);
switch(gamemap.iGameState)
{
case GAME_ERR:
gamemap.viewx=0;
//显示错误信息
bmPre.Stretch(2,2,0);
myfont.SelectColor(TC_WHITE,TC_BLACK);
myfont.SelectFont(0);
myfont.ShowText(150,290,pPreText[3]);
break;
case GAME_PRE:
gamemap.viewx=0;
bmPre.Stretch(2,2,0);
myfont.SelectFont(0);
myfont.SelectColor(TC_BLACK, TC_YELLOW_0);
myfont.ShowText(150,260,pPreText[4]);
myfont.ShowText(150,290,pPreText[5]);
myfont.ShowText(150,320,pPreText[6]);
gamemap.ShowMenu(bmAniObj);
break;
case GAME_HELP:
gamemap.viewx=0;
bmPre.Stretch(2,2,4);
myfont.SelectFont(0);
myfont.SelectColor(TC_BLACK, TC_YELLOW_0);
myfont.ShowText(150,230,pPreText[8]);
myfont.ShowText(50,260,pPreText[1]);
myfont.ShowText(50,290,pPreText[0]);
myfont.ShowText(50,320,pPreText[7]);
break;
case GAME_IN_PRE:
gamemap.viewx=0;
bmPre.Stretch(2,2,2);
gamemap.ShowInfo(hscreen);
break;
case GAME_IN:
case GAME_WIN:
case GAME_FAIL_WAIT:
case GAME_PUMP_IN:
bmSky.DrawRollStretch(2,2,gamemap.mapinfo.iBackBmp);
gamemap.ShowBkObj(bmMapBkObj);
gamemap.Show(bmMap);
gamemap.ShowAniObj(bmAniObj);
gamemap.ShowOther(hscreen);
rmain.Draw();
break;
case GAME_OVER:
gamemap.viewx=0;
//输出图片GAME OVER
bmPre.Stretch(2,2,1);
break;
case GAME_PASS:
gamemap.viewx=0;
//输出图片GAME OVER
bmPre.Stretch(2,2,3);
break;
}
if(gamemap.iScreenScale)
{
StretchBlt(hwindow,0,0,
wwingame,hwingame,
hscreen,
gamemap.viewx,0,
GAMEW*32,GAMEH*32,
SRCCOPY);
}
else
{
BitBlt(hwindow,0,0,GAMEW*32,GAMEH*32,hscreen,gamemap.viewx,0,SRCCOPY);
}
EndPaint(hWnd, &ps);
break;
case WM_TIMER:
switch(gamemap.iGameState)
{
case GAME_PRE:
c1.DecCount();
if(0 == c1.iNum%MENU_ARROW_TIME)
{
InvalidateRect(hWnd,NULL,false);
}
break;
case GAME_IN_PRE:
if(c1.DecCount())
{
gamemap.SetGameState(GAME_IN);
c1.ReStart(TIME_GAME_IN);
}
InvalidateRect(hWnd,NULL,false);
break;
case GAME_IN:
case GAME_WIN:
c1.DecCount();
if(0 == c1.iNum%SKY_TIME)
{
bmSky.MoveRoll(SKY_SPEED);//云彩移动
}
gamemap.ChangeFrame(c1.iNum);//帧控制
rmain.Move();//人物移动
gamemap.MoveView();//视图移动
gamemap.CheckRole();//角色检测
gamemap.CheckAni(c1.iNum);//逻辑数据检测
gamemap.IsWin();
InvalidateRect(hWnd,NULL,false);
break;
case GAME_WIN_WAIT:
if(c1.DecCount())
{
gamemap.SetGameState(GAME_IN_PRE);
InvalidateRect(hWnd,NULL,false);
}
break;
case GAME_PUMP_IN:
if(c1.DecCount())
{
gamemap.ChangeMap();
gamemap.SetGameState(GAME_IN);
c1.ReStart(TIME_GAME_IN);
rmain.SetAni(ROLE_ANI_UP);
}
InvalidateRect(hWnd,NULL,false);
break;
case GAME_FAIL_WAIT:
if(c1.DecCount())
{
gamemap.Fail_Wait();
}
break;
case GAME_PASS:
if(c1.DecCount())
{
gamemap.SetGameState(GAME_PRE);
}
InvalidateRect(hWnd,NULL,false);
break;
case GAME_OVER:
if(c1.DecCount())
{
gamemap.SetGameState(GAME_PRE);
}
InvalidateRect(hWnd,NULL,false);
break;
}
break;
case WM_KEYDOWN:
if(gamemap.KeyProc(wParam))
InvalidateRect(hWnd,NULL,false);
break;
case WM_KEYUP:
gamemap.KeyUpProc(wParam);
break;
case WM_SIZE:
wwingame=LOWORD(lParam);
hwingame=HIWORD(lParam);
if( wwingame <= GAMEW*32 || hwingame <= GAMEH*32)
{
wwingame = GAMEW*32;
hwingame = GAMEH*32;
gamemap.iScreenScale = 0;
}
else
{
if(wwingame*3 > hwingame*4)
{
//宽高不成比例
wwingame = hwingame*4/3;
}
else
{
hwingame = wwingame*3/4;
}
gamemap.iScreenScale =1;
}
break;
case WM_DESTROY:
c1.Destroy();
DeleteObject((HBITMAP)hmapnull);
DeleteDC(hwindow);
DeleteDC(hscreen);
DeleteDC(hmem);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Mesage handler for about box.
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return TRUE;
}
break;
}
return FALSE;
}
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