📄 pokegame.cpp
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//把背景分块恢复
m_pBmpBG->BltIn(0, 0, m_cxScreen, m_cyScreen, m_pBmpBGBk, 0, 0, AEE_RO_COPY);
//m_pBmpBG->BltIn(m_ptAnime2.x, m_ptAnime2.y, m_rtPokeBkH.x, m_rtPokeBkH.y, m_pBmpBGBk, m_ptAnime2.x, m_ptAnime2.y, AEE_RO_COPY);
}
break;
case 14://收
//优化到此步,此步以下未优化
m_ptAnime4.y--;
k = TOTALPOKES / ((m_cyScreen - m_ptAnime2.y) / m_ptAnime3.y);
i = TOTALPOKES - m_ptAnime4.y - 1;
//画堆
//分析是从右往左移动还是从做往右移动
if (i % ((k + 1) * 2) > k)//右->左
{
j = i % ((k + 1) * 2);
j = j > k?(k + 1) * 2 - j - 1:j;
k = i / (k + 1);
for (i = TOTALPOKES - m_ptAnime4.y;i > 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime2.x + j * m_ptAnime3.x + (i - (TOTALPOKES - m_ptAnime4.y)) / POKESPERPIXEL - (m_rtPokeFold.x - m_rtPokeBkH.x) / 2, m_ptAnime2.y + k * m_ptAnime3.y - (m_rtPokeFold.y - m_rtPokeBkH.y), m_rtPokeFold.x, m_rtPokeFold.y, m_pBmpPokeFold, m_rtPokeFold.x, 0, AEE_RO_TRANSPARENT);
}
else
{
j = i % ((k + 1) * 2);
j = j > k?(k + 1) * 2 - j - 1:j;
k = i / (k + 1);
for (i = TOTALPOKES - m_ptAnime4.y;i > 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime2.x + j * m_ptAnime3.x + (i - (TOTALPOKES - m_ptAnime4.y)) / POKESPERPIXEL - (m_rtPokeFold.x - m_rtPokeBkH.x) / 2, m_ptAnime2.y + k * m_ptAnime3.y - (m_rtPokeFold.y - m_rtPokeBkH.y), m_rtPokeFold.x, m_rtPokeFold.y, m_pBmpPokeFold, m_rtPokeFold.x * 2, 0, AEE_RO_TRANSPARENT);
}
//画平铺好的
k = TOTALPOKES / ((m_cyScreen - m_ptAnime2.y) / m_ptAnime3.y);
for (i = TOTALPOKES - m_ptAnime4.y;i < TOTALPOKES;i++)
{
j = i % ((k + 1) * 2);
m_pBmpBuffer->BltIn(m_ptAnime2.x + (j > k?(k + 1) * 2 - j - 1:j) * m_ptAnime3.x, m_ptAnime2.y + i / (k + 1) * m_ptAnime3.y, m_rtPokeBkH.x, m_rtPokeBkH.y, m_pBmpPokeBkH, 0, 0, AEE_RO_TRANSPARENT);
}
if (m_ptAnime4.y == 0)
{
m_nAnimeStep++;
j = (TOTALPOKES - 1) % ((k + 1) * 2);
j = j > k?(k + 1) * 2 - j - 1:j;
k = TOTALPOKES / (k + 1);
m_ptAnime2.x = m_ptAnime2.x + j * m_ptAnime3.x;
m_ptAnime2.y = m_ptAnime2.y + k * m_ptAnime3.y;
m_ptAnime4.y = 1;
m_ptAnime4.x = k % 2 == 0?3:0;
m_nDelayms = 150;
}
if (m_ptAnime4.y == 0)
{
m_nAnimeStep++;
j = (TOTALPOKES - 1) % ((k + 1) * 2);
j = j > k?(k + 1) * 2 - j - 1:j;
k = TOTALPOKES / (k + 1);
m_ptAnime2.x = m_ptAnime2.x + j * m_ptAnime3.x;
m_ptAnime2.y = m_ptAnime2.y + k * m_ptAnime3.y;
m_ptAnime4.y = 1;
m_ptAnime4.x = k % 2 == 0?3:0;
m_nDelayms = 150;
}
break;
case 15://恢复弯折
if (m_ptAnime4.y)
{
for (i = 0;i < m_nTotalHeight;i++)
m_pBmpBuffer->BltIn(m_ptAnime2.x - (m_rtPokeFold.x - m_rtPokeBkH.x) / 2 - i, m_ptAnime2.y - (m_rtPokeFold.y - m_rtPokeBkH.y) - i / 2, m_rtPokeFold.x, m_rtPokeFold.y, m_pBmpPokeFold, m_rtPokeFold.x * m_ptAnime4.x, 0, AEE_RO_TRANSPARENT);
m_ptAnime4.y = 0;
}
else
{
for (i = 0;i < m_nTotalHeight;i++)
m_pBmpBuffer->BltIn(m_ptAnime2.x - i, m_ptAnime2.y - i, m_rtPokeBkH.x, m_rtPokeBkH.y, m_pBmpPokeBkH, 0, 0, AEE_RO_TRANSPARENT);
m_nAnimeStep++;
//m_ptAnime4.y作为贞记数
m_ptAnime4.y = FRAME_POKEROTATE / 2;
}
break;
case 16://旋转移回中间
m_ptAnime4.y--;
j = m_ptAnime1.x + m_nTotalHeight + (m_ptAnime2.x - (m_rtPokeRotate.x - m_rtPoke.x) / 2 - (m_ptAnime1.x + m_nTotalHeight)) * m_ptAnime4.y / (FRAME_POKEROTATE / 2);
k = m_ptAnime1.y + m_nTotalHeight + (m_ptAnime2.y - (m_rtPokeRotate.y - m_rtPoke.y) / 2 - (m_ptAnime1.y + m_nTotalHeight)) * m_ptAnime4.y / (FRAME_POKEROTATE / 2);
for (i = 0;i < m_nTotalHeight;i++)
m_pBmpBuffer->BltIn(j - i, k - i, m_rtPokeRotate.x, m_rtPokeRotate.y, m_pBmpPokeRotate, m_rtPokeRotate.x * (4 - m_ptAnime4.y), 0, AEE_RO_TRANSPARENT);
if (m_ptAnime4.y == 0)
{
m_nAnimeStep++;
m_ptAnime2.x = m_ptAnime1.x + m_nTotalHeight - 1;
m_ptAnime2.y = m_ptAnime1.y + m_nTotalHeight - 1;
}
break;
case 17://保持
for (i = 0;i < m_nTotalHeight;i++)
m_pBmpBuffer->BltIn(m_ptAnime2.x - i, m_ptAnime2.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
m_nAnimeStep++;
m_nDelayms = XP_STEP17;
m_ptAnime4.y = TOTALPOKES;
break;
case 18://分发
m_ptAnime4.y--;
//4个角
//左上
if (m_ptAnime4.y < TOTALPOKES - 1)
for(i = 0;i < (TOTALPOKES - 1 - m_ptAnime4.y) / 4 / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(DISTANCE_EDGE + m_nTotalHeight / 2 - i, DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右上
if (m_ptAnime4.y < TOTALPOKES - 2)
for(i = 0;i < (TOTALPOKES - 2 - m_ptAnime4.y) / 4 / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(m_cxScreen - DISTANCE_EDGE - m_rtPoke.x - i, DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右下
if (m_ptAnime4.y < TOTALPOKES - 3)
for(i = 0;i < (TOTALPOKES - 3 - m_ptAnime4.y) / 4 / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(m_cxScreen - DISTANCE_EDGE - m_rtPoke.x - i, m_cyScreen - DISTANCE_EDGE - m_rtPoke.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//左下
if (m_ptAnime4.y < TOTALPOKES - 4)
for(i = 0;i < (TOTALPOKES - 4 - m_ptAnime4.y) / 4 / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_cyScreen - DISTANCE_EDGE - m_rtPoke.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//向4个角的中途
//左上
if (m_ptAnime4.y % 4 == 3)
m_pBmpBuffer->BltIn((m_ptAnime2.x + DISTANCE_EDGE + m_nTotalHeight / 2) / 2, (m_ptAnime2.y + DISTANCE_EDGE + m_nTotalHeight / 2) / 2, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右上
if (m_ptAnime4.y % 4 == 2)
m_pBmpBuffer->BltIn((m_ptAnime2.x + m_cxScreen - DISTANCE_EDGE - m_rtPoke.x) / 2, (m_ptAnime2.y + DISTANCE_EDGE + m_nTotalHeight / 2) / 2, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右下
if (m_ptAnime4.y % 4 == 1)
m_pBmpBuffer->BltIn((m_ptAnime2.x + m_cxScreen - DISTANCE_EDGE - m_rtPoke.x) / 2, (m_ptAnime2.y + m_cyScreen - DISTANCE_EDGE - m_rtPoke.y) / 2, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//左下
if (m_ptAnime4.y % 4 == 0)
m_pBmpBuffer->BltIn((m_ptAnime2.x + DISTANCE_EDGE + m_nTotalHeight / 2) / 2, (m_ptAnime2.y + m_cyScreen - DISTANCE_EDGE - m_rtPoke.y) / 2, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//中间
if (m_ptAnime4.y)
for(i = 0;i <= m_ptAnime4.y / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(m_ptAnime2.x - i, m_ptAnime2.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
if (m_ptAnime4.y == 0)
{
m_nAnimeStep++;
//控制转移,有3处需要保持
m_ptAnime4.x = 3;
}
break;
case 19://保持
m_ptAnime4.x--;
//4个角
j = m_nTotalHeight / 4 + 1;
//左上
for(i = 0;i < j;i++)
m_pBmpBuffer->BltIn(DISTANCE_EDGE + m_nTotalHeight / 2 - i, DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右上
for(i = 0;i < j;i++)
m_pBmpBuffer->BltIn(m_cxScreen - DISTANCE_EDGE - m_rtPoke.x - i, DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右下
for(i = 0;i < j;i++)
m_pBmpBuffer->BltIn(m_cxScreen - DISTANCE_EDGE - m_rtPoke.x - i, m_cyScreen - DISTANCE_EDGE - m_rtPoke.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//左下
for(i = 0;i < j;i++)
m_pBmpBuffer->BltIn(DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_cyScreen - DISTANCE_EDGE - m_rtPoke.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
if (m_ptAnime4.x == 0)
{
m_nAnimeStep = 21;
m_ptAnime4.y = 0;
}
else
m_nAnimeStep = 20;
m_ptAnime4.y = 3;
m_nDelayms = XP_STEP19;
break;
case 20://交换
m_ptAnime4.y--;
j = m_nTotalHeight / 4 + 1;
//偏移
m_ptAnime3.x = m_cxScreen - DISTANCE_EDGE * 2 - m_rtPoke.x - m_nTotalHeight / 2;
m_ptAnime3.y = m_cyScreen - DISTANCE_EDGE * 2- m_rtPoke.y - m_nTotalHeight / 2;
k = m_ptAnime4.y == 2?1:8;
//左上
for(i = 0;i < j;i++)
m_pBmpBuffer->BltIn(m_cxScreen - DISTANCE_EDGE - m_rtPoke.x - m_ptAnime3.x * m_ptAnime4.y / 3 - (m_rtPokeRotate.x - m_rtPoke.x) / 2 - i, DISTANCE_EDGE + m_nTotalHeight / 2 - (m_rtPokeRotate.y - m_rtPoke.y) / 2 - i, m_rtPokeRotate.x, m_rtPokeRotate.y, m_pBmpPokeRotate, m_rtPokeRotate.x * k, 0, AEE_RO_TRANSPARENT);
//右上
for(i = 0;i < j;i++)
m_pBmpBuffer->BltIn(m_cxScreen - DISTANCE_EDGE - m_rtPoke.x - (m_rtPokeRotate.x - m_rtPoke.x) / 2 - i, m_cyScreen - DISTANCE_EDGE - m_rtPoke.y - m_ptAnime3.x * m_ptAnime4.y / 3 - (m_rtPokeRotate.y - m_rtPoke.y) / 2 - i, m_rtPokeRotate.x, m_rtPokeRotate.y, m_pBmpPokeRotate, m_rtPokeRotate.x * k, 0, AEE_RO_TRANSPARENT);
//右下
for(i = 0;i < j;i++)
m_pBmpBuffer->BltIn(DISTANCE_EDGE + m_nTotalHeight / 2 + m_ptAnime3.x * m_ptAnime4.y / 3 - (m_rtPokeRotate.x - m_rtPoke.x) / 2 - i, m_cyScreen - DISTANCE_EDGE - m_rtPoke.y - (m_rtPokeRotate.y - m_rtPoke.y) / 2 - i, m_rtPokeRotate.x, m_rtPokeRotate.y, m_pBmpPokeRotate, m_rtPokeRotate.x * k, 0, AEE_RO_TRANSPARENT);
//左下
for(i = 0;i < j;i++)
m_pBmpBuffer->BltIn(DISTANCE_EDGE + m_nTotalHeight / 2 - (m_rtPokeRotate.x - m_rtPoke.x) / 2 - i, DISTANCE_EDGE + m_nTotalHeight / 2 + m_ptAnime3.x * m_ptAnime4.y / 3 - (m_rtPokeRotate.y - m_rtPoke.y) / 2 - i, m_rtPokeRotate.x, m_rtPokeRotate.y, m_pBmpPokeRotate, m_rtPokeRotate.x * k, 0, AEE_RO_TRANSPARENT);
if (m_ptAnime4.y == 1)
m_nAnimeStep = 19;
break;
case 21://收回
//4个角
//左上
if (m_ptAnime4.y < TOTALPOKES - 1)
for(i = 0;i < (TOTALPOKES - 1 - m_ptAnime4.y) / 4 / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(DISTANCE_EDGE + m_nTotalHeight / 2 - i, DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右上
if (m_ptAnime4.y < TOTALPOKES - 2)
for(i = 0;i < (TOTALPOKES - 2 - m_ptAnime4.y) / 4 / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(m_cxScreen - DISTANCE_EDGE - m_rtPoke.x - i, DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右下
if (m_ptAnime4.y < TOTALPOKES - 3)
for(i = 0;i < (TOTALPOKES - 3 - m_ptAnime4.y) / 4 / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(m_cxScreen - DISTANCE_EDGE - m_rtPoke.x - i, m_cyScreen - DISTANCE_EDGE - m_rtPoke.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//左下
if (m_ptAnime4.y < TOTALPOKES - 4)
for(i = 0;i < (TOTALPOKES - 4 - m_ptAnime4.y) / 4 / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(DISTANCE_EDGE + m_nTotalHeight / 2 - i, m_cyScreen - DISTANCE_EDGE - m_rtPoke.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//向4个角的中途
//左上
if (m_ptAnime4.y % 4 == 3)
m_pBmpBuffer->BltIn((m_ptAnime2.x + DISTANCE_EDGE + m_nTotalHeight / 2) / 2, (m_ptAnime2.y + DISTANCE_EDGE + m_nTotalHeight / 2) / 2, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右上
if (m_ptAnime4.y % 4 == 2)
m_pBmpBuffer->BltIn((m_ptAnime2.x + m_cxScreen - DISTANCE_EDGE - m_rtPoke.x) / 2, (m_ptAnime2.y + DISTANCE_EDGE + m_nTotalHeight / 2) / 2, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//右下
if (m_ptAnime4.y % 4 == 1)
m_pBmpBuffer->BltIn((m_ptAnime2.x + m_cxScreen - DISTANCE_EDGE - m_rtPoke.x) / 2, (m_ptAnime2.y + m_cyScreen - DISTANCE_EDGE - m_rtPoke.y) / 2, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//左下
if (m_ptAnime4.y % 4 == 0)
m_pBmpBuffer->BltIn((m_ptAnime2.x + DISTANCE_EDGE + m_nTotalHeight / 2) / 2, (m_ptAnime2.y + m_cyScreen - DISTANCE_EDGE - m_rtPoke.y) / 2, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
//中间
if (m_ptAnime4.y)
for(i = 0;i <= m_ptAnime4.y / POKESPERPIXEL + 1;i++)
m_pBmpBuffer->BltIn(m_ptAnime2.x - i, m_ptAnime2.y - i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
m_ptAnime4.y++;
if (m_ptAnime4.y == TOTALPOKES)
{
m_nAnimeStep++;
//初始化下个步骤的数据
//把整堆牌分为3部分,抽出中间的一堆放在最上面
//m_ptAnime1、m_ptAnime2、m_ptAnime3分别是上中下三堆牌的坐标
m_ptAnime2.x = m_ptAnime1.x;
m_ptAnime2.y = m_ptAnime1.y;
j = m_nTotalHeight / 3;
m_ptAnime2.x += j;
m_ptAnime2.y += j;
k = m_nTotalHeight - j * 2;
m_ptAnime3.x = m_ptAnime2.x + k;
m_ptAnime3.y = m_ptAnime2.y + k;
m_ptAnime4.y = 0;//路径数组当前值指针
m_ptAnime4.x = 0;//循环做下一个动作的次数
}
break;
case 22://抽牌1,抽出的中间那堆牌仍然被上面的那堆被压住
m_ptAnime2.x += arwPokePath2[m_ptAnime4.y];
m_ptAnime2.y += arwPokePath2[m_ptAnime4.y + 1];
m_ptAnime4.y += 2;
j = m_nTotalHeight / 3;
k = m_nTotalHeight - j * 2;
for (i = j - 1;i >= 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime3.x + i, m_ptAnime3.y + i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
for (i = k - 1;i >= 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime2.x + i, m_ptAnime2.y + i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
for (i = j - 1;i >= 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime1.x + i, m_ptAnime1.y + i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
if (m_ptAnime4.y == 8)
m_nAnimeStep++;
break;
case 23://抽牌2,抽出的中间那堆牌在最上面
m_ptAnime2.x += arwPokePath2[m_ptAnime4.y];
m_ptAnime2.y += arwPokePath2[m_ptAnime4.y + 1];
m_ptAnime4.y += 2;
j = m_nTotalHeight / 3;
k = m_nTotalHeight - j * 2;
for (i = j - 1;i >= 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime3.x + i, m_ptAnime3.y + i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
for (i = j - 1;i >= 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime1.x + i, m_ptAnime1.y + i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
for (i = k - 1;i >= 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime2.x + i, m_ptAnime2.y + i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
if (m_ptAnime4.y == 14)
{
m_nAnimeStep++;
m_ptAnime2.x = m_ptAnime1.x - 4;
m_ptAnime2.y = m_ptAnime1.y - 4;
}
break;
case 24://把中间空位置压下去
j = m_nTotalHeight / 3;
for (i = j - 1;i >= 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime3.x + i, m_ptAnime3.y + i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
for (i = m_nTotalHeight - j - 1;i >= 0;i--)
m_pBmpBuffer->BltIn(m_ptAnime2.x + i, m_ptAnime2.y + i, m_rtPoke.x, m_rtPoke.y, m_pBmpPoke, BK_POKE_POS, 0, AEE_RO_TRANSPARENT);
if (m_ptAnime1.x - m_ptAnime2.x >= FRAMESKIP)
{
m_ptAnime2.x+=FRAMESKIP;
m_ptAnime2.y+=FRAMESKIP;
}
else
{
m_ptAnime2.x++;
m_ptAnime2.y++;
}
if (m_ptAnime2.x == m_ptAnime1.x + 1)
{
m_ptAnime4.x++;
//如果不满循环次数
if (m_ptAnime4.x < TIME_XP_3)
{
m_nAnimeStep = 22;//返回循环
//初始化下个步骤的数据
m_ptAnime2.x = m_ptAnime1.x + 3;
m_ptAnime2.y = m_ptAnime1.y + 3;
m_ptAnime3.x = m_ptAnime2.x + 4;
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