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📄 rei_28.pas

📁 《Delphi经典游戏设计40例》书中40个游戏的源代码
💻 PAS
字号:
unit Rei_28;

interface

uses
  Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs,
  ExtCtrls, Menus, StdCtrls;

type
  TRei40_28 = class(TForm)
    Timer1: TTimer;
    MainMenu1: TMainMenu;
    Image1: TImage;
    Panel1: TPanel;
    Label1: TLabel;
    Label2: TLabel;
    Label3: TLabel;
    Button1: TButton;
    Edit1: TEdit;
    Edit3: TEdit;
    ScrollBar1: TScrollBar;
    ScrollBar2: TScrollBar;
    ScrollBar3: TScrollBar;
    Edit2: TEdit;
    procedure FormCreate(Sender: TObject);
    procedure Timer1Timer(Sender: TObject);
    procedure ScrollBar1Change(Sender: TObject);
    procedure ScrollBar2Change(Sender: TObject);
    procedure ScrollBar3Change(Sender: TObject);
    procedure Button1Click(Sender: TObject);
  private
    { Private 定义 }
  public
    { Public 定义 }
  end;

var
  Rei40_28: TRei40_28;
  //  定义各种变量(Byte类型、Integer类型、Extended类型、TRect类型)
  St: Byte;
  X, Y, DX, DY, C, W: Integer;
  DR, TR: Extended;
  Rect_D: TRect;

implementation

{$R *.DFM}

procedure TRei40_28.FormCreate(Sender: TObject);
begin
  //  设定Form属性
  Rei40_28.Height := 480;
  Rei40_28.Width := 640;
  Image1.Width := Rei40_28.ClientHeight;
  Panel1.Width := 152;
  Label1.Height := 23;
  Label1.Left := 10;
  Label1.Top := 12;
  Label1.Width := 63;
  Label2.Height := 23;
  Label2.Left := 10;
  Label2.Top := 82;
  Label2.Width := 63;
  Label3.Height := 23;
  Label3.Left := 10;
  Label3.Top := 152;
  Label3.Width := 63;
  Edit1.Height := 23;
  Edit1.Left := 82;
  Edit1.Top := 10;
  Edit1.Width := 60;
  Edit2.Height := 23;
  Edit2.Left := 82;
  Edit2.Top := 80;
  Edit2.Width := 60;
  Edit3.Height := 23;
  Edit3.Left := 82;
  Edit3.Top := 150;
  Edit3.Width := 60;
  ScrollBar1.Height := 16;
  ScrollBar1.Left := 10;
  ScrollBar1.Top := 45;
  ScrollBar1.Width := 135;
  ScrollBar2.Height := 16;
  ScrollBar2.Left := 10;
  ScrollBar2.Top := 115;
  ScrollBar2.Width := 135;
  ScrollBar3.Height := 16;
  ScrollBar3.Left := 10;
  ScrollBar3.Top := 185;
  ScrollBar3.Width := 135;
  Button1.Height := 43;
  Button1.Left := 10;
  Button1.Top := 222;
  Button1.Width := 135;
  //  变量的初始设定
  St := 0;
  C := 140;
  W := 100;
  DY := 2;
  ScrollBar1.Position := C;
  ScrollBar2.Position := W;
  ScrollBar3.Position := DY;
end;

procedure TRei40_28.Timer1Timer(Sender: TObject);
begin
  case St of
    //  若St=0则将画面与变量初始化
    0: begin
      Rect_D := Rect(0, 0, Image1.Width, Image1.Height);
      Image1.Canvas.Brush.Color := clBlack;
      Image1.Canvas.FillRect(Rect_D);
      Edit1.Text := ' ' + IntToStr(C);
      Edit2.Text := ' ' + IntToStr(W * 2);
      Edit3.Text := ' ' + IntToStr(DY);
      X := Image1.Width div 2;
      Y := 0;
      DR := 2 * Pi * DY / C;
      if Random(2) = 0 then
        TR := 0
      else
        TR := Pi;
      St := 1;
    end;
    //  若St=1则进行座标计算并将点显示出来
    1: begin
      DX := Round(W * (Sin(TR + DR) - Sin(TR)));
      TR := TR + DR;
      X := X + DX;
      Y := Y + DY;
      Image1.Canvas.Pixels[X, Y] := clWhite;
      Image1.Canvas.Pixels[X + 1, Y] := clWhite;
      if (Y > Image1.Width) then
        St := 2;
    end;
  end;
end;

procedure TRei40_28.ScrollBar1Change(Sender: TObject);
begin
  //  周期(C)的指定
  C := ScrollBar1.Position;
  Edit1.Text := ' ' + IntToStr(C);
  DR := 2 * Pi * DY / C;
end;

procedure TRei40_28.ScrollBar2Change(Sender: TObject);
begin
  //  振幅(W×2)的指定
  W := ScrollBar2.Position;
  Edit2.Text := ' ' + IntToStr(W * 2);
end;

procedure TRei40_28.ScrollBar3Change(Sender: TObject);
begin
  //  Y变化量(DY)的指定
  DY := ScrollBar3.Position;
  Edit3.Text := ' ' + IntToStr(DY);
  DR := 2 * Pi * DY / C;
end;

procedure TRei40_28.Button1Click(Sender: TObject);
begin
  //  开始的指示
  St := 0;
end;

end.

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