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📄 testgameview.cpp

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💻 CPP
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// TestGameView.cpp : implementation of the CTestGameView class
//

#include "stdafx.h"
#include "TestGame.h"
#include "MainFrm.h"
#include "TestGameDoc.h"
#include "TestGameView.h"
#include "Game.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CTestGameView

IMPLEMENT_DYNCREATE(CTestGameView, CView)

BEGIN_MESSAGE_MAP(CTestGameView, CView)
	//{{AFX_MSG_MAP(CTestGameView)
	ON_COMMAND(IDR_START, OnStart)
	ON_WM_TIMER()
	ON_UPDATE_COMMAND_UI(IDR_START, OnUpdateStart)
	//}}AFX_MSG_MAP
	// Standard printing commands
	ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()
/////////////////////////////////

/////////////////////////////////////////////////////////////////////////////
// CTestGameView construction/destruction

CTestGameView::CTestGameView()
{
	// TODO: add construction code here
	pGame = NULL;
}

CTestGameView::~CTestGameView()
{
	
}

BOOL CTestGameView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CTestGameView drawing

void CTestGameView::OnDraw(CDC* pDC)
{
	CTestGameDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
}

/////////////////////////////////////////////////////////////////////////////
// CTestGameView printing

BOOL CTestGameView::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CTestGameView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CTestGameView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CTestGameView diagnostics

#ifdef _DEBUG
void CTestGameView::AssertValid() const
{
	CView::AssertValid();
}

void CTestGameView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CTestGameDoc* CTestGameView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CTestGameDoc)));
	return (CTestGameDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CTestGameView message handlers

void CTestGameView::OnStart() 
{
	// TODO: Add your command handler code here
	if ( pGame == NULL )
	{
		pGame = new CGame(this);
		pGame->InitialGame();
		SetTimer(100,3000,NULL);		
	}
	else
	{
		pGame->RestAll();
	}
	bEnableStarMenu = FALSE;
}

void CTestGameView::OnTimer(UINT nIDEvent) 
{
	// TODO: Add your message handler code here and/or call default

	if ( nIDEvent == 100 )
	{
		if ( pGame )
		{
			if ( pGame->m_bNewReset )
			{
				bEnableStarMenu = TRUE;
			}
		}
	}
	CView::OnTimer(nIDEvent);
}

BOOL CTestGameView::PreTranslateMessage(MSG* pMsg) 
{
	// TODO: Add your specialized code here and/or call the base class
	switch( pMsg->message )
    {
		case WM_KEYDOWN://击键消息
		/*	switch(LOWORD(pMsg->wParam))
			{
				case VK_ESCAPE://退出
					break;
				case VK_UP:	
					pGame->ControlPlanePos(pMsg->wParam);
					break;
				case VK_DOWN:
					pGame->ControlPlanePos(pMsg->wParam);
					break;
				case VK_LEFT:
					pGame->ControlPlanePos(pMsg->wParam);
					break;
				case VK_RIGHT:
					pGame->ControlPlanePos(pMsg->wParam);
					break;
			
			}*/
		break;
	}
	return CView::PreTranslateMessage(pMsg);
}

void CTestGameView::OnInitialUpdate() 
{
	CView::OnInitialUpdate();
	
	// TODO: Add your specialized code here and/or call the base class

	((CMainFrame*)AfxGetMainWnd())->pGView = this;
	bEnableStarMenu = TRUE;
}

void CTestGameView::OnUpdateStart(CCmdUI* pCmdUI) 
{
	// TODO: Add your command update UI handler code here
	pCmdUI->Enable(bEnableStarMenu);
}

void CTestGameView::Stop()
{
	if ( pGame )
	{
		delete pGame;
	}
	Invalidate();
}

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