📄 shootview.h
字号:
// ShootView.h : interface of the CShootView class
//
/////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_SHOOTVIEW_H__DD4EA454_E52C_44D3_A7BB_933D7193C95A__INCLUDED_)
#define AFX_SHOOTVIEW_H__DD4EA454_E52C_44D3_A7BB_933D7193C95A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "Bitmap.h"//////////
#include "ShootDoc.h"//////////////
//#include "BaseObject.h"
#include "Bullet.h"
#include "BulletSystem.h"
#include "Player.h"
#include "Enemy.h"
#include "Collision.h"
#include "BaoSystem.h"
class CShootView : public CView
{
protected: // create from serialization only
CShootView();
DECLARE_DYNCREATE(CShootView)
// Attributes
public:
CShootDoc* GetDocument();
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CShootView)
public:
virtual void OnDraw(CDC* pDC); // overridden to draw this view
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
protected:
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CShootView();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
protected:
// Generated message map functions
protected:
//{{AFX_MSG(CShootView)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnReset();
afx_msg void OnPause();
afx_msg void OnUpdatePause(CCmdUI* pCmdUI);
afx_msg void OnLastinfor();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
protected:
int m_iFPS;//游戏每秒祯数
CDC* mdc;//内存缓冲区的设备上下文
// CDC* dc;
Bitmap*m_pbmpbg,*m_pbmppic,*m_pbmpwelcome;//背景图,游戏主贴图,欢迎界面的位图指针
int m_iScroll_X,m_iScroll_V;//背景滚动贴图使用的变量:剪切坐标,滚动速度
int m_iLevel;//游戏级别
int m_iBufKey, m_iCurKey;//记录按键缓冲与当前按键
int m_iClientWidth,m_iClientHeight;//屏幕的宽和高
bool m_bIsPause;//是否处于暂停状态
bool m_b_GAME_STATE;//是否处于欢迎界面
public:
int GetFPS(){return m_iFPS;}//获得当前的画面刷新率
int GetClientWidth(){return m_iClientWidth;}//获得屏幕宽
int GetClientHeight(){return m_iClientHeight;}//获得屏幕高
friend class BaseObject;//BaseObject可以调用主控程序类的成员函数
void DrawObject(BaseObject*obj);//将一个对象画到内存缓冲区中去
void DrawAllToScreen();//将所有内存缓冲区上的图像都拷贝到屏幕上去
void Clear();//清屏函数
void Over();//显示GameOver画面
void ResetPlayer();//重置角色
void PlayerFire(Player *pPlayer);//主角开火
void EnermyFire(Enermy *pEnermy);//敌机开火
void ShowInformation();//显示当前游戏信息(主角生命值,游戏级别等)
int GetLevel(){return m_iLevel;}//获得当前游戏级别
// bool playresource(LPSTR lpname);
BulletSystem*m_pPlayerBulletSystem, *m_pEnermyBulletSystem;//维护玩家子弹系统和敌机子弹系统
EnermySystem*m_pEnermySystem;//敌人战斗机系统
Player*m_pPlayer;//玩家
// Player*pPlayer2;
CollisionSystem *m_pCollisionSystem;//碰撞检测系统
BaoSystem *m_pBaoSys;//宝箱系统
// CString m_strName;
BOOL m_bFirstTime;
};
#ifndef _DEBUG // debug version in ShootView.cpp
inline CShootDoc* CShootView::GetDocument()
{ return (CShootDoc*)m_pDocument; }
#endif
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_SHOOTVIEW_H__DD4EA454_E52C_44D3_A7BB_933D7193C95A__INCLUDED_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -