📄 snakedlg.cpp
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// SnakeDlg.cpp : implementation file
//
#include "stdafx.h"
#include "Snake.h"
#include "SnakeDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSnakeDlg dialog
CSnakeDlg::CSnakeDlg(CWnd* pParent /*=NULL*/)
: CDialog(CSnakeDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CSnakeDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
m_time = TIME;
}
void CSnakeDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CSnakeDlg)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CSnakeDlg, CDialog)
//{{AFX_MSG_MAP(CSnakeDlg)
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_WM_CTLCOLOR()
ON_WM_TIMER()
ON_WM_KEYDOWN()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSnakeDlg message handlers
BOOL CSnakeDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// Add "About..." menu item to system menu.
// IDM_ABOUTBOX must be in the system command range.
ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
ASSERT(IDM_ABOUTBOX < 0xF000);
CMenu* pSysMenu = GetSystemMenu(FALSE);
if (pSysMenu != NULL)
{
CString strAboutMenu;
strAboutMenu.LoadString(IDS_ABOUTBOX);
if (!strAboutMenu.IsEmpty())
{
pSysMenu->AppendMenu(MF_SEPARATOR);
pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
}
}
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
// TODO: Add extra initialization here
MakeMap(); //制作方格地图
InitGame(); //初始化游戏
return TRUE; // return TRUE unless you set the focus to a control
}
void CSnakeDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
if ((nID & 0xFFF0) == IDM_ABOUTBOX)
{
CAboutDlg dlgAbout;
dlgAbout.DoModal();
}
else
{
CDialog::OnSysCommand(nID, lParam);
}
}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void CSnakeDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialog::OnPaint();
}
}
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR CSnakeDlg::OnQueryDragIcon()
{
return (HCURSOR) m_hIcon;
}
HBRUSH CSnakeDlg::OnCtlColor(CDC* pDC, CWnd* pWnd, UINT nCtlColor)
{
HBRUSH hbr = CDialog::OnCtlColor(pDC, pWnd, nCtlColor);
// TODO: Change any attributes of the DC here
hbr=(HBRUSH)GetStockObject(BLACK_BRUSH); //将前景设为黑色
// TODO: Return a different brush if the default is not desired
return hbr;
}
void CSnakeDlg::MakeMap()
{
//设置窗口大小
int cxWnd=GetSystemMetrics(SM_CXFRAME)*2+MAX_X*PANE_LEN-GetSystemMetrics(SM_CXEDGE);
int cyWnd=GetSystemMetrics(SM_CYCAPTION)+GetSystemMetrics(SM_CYFRAME)*2
+MAX_Y*PANE_LEN-GetSystemMetrics(SM_CYEDGE);
SetWindowPos(NULL,0,0,cxWnd,cyWnd,SWP_NOZORDER|SWP_NOMOVE);
m_img.LoadBitmap(IDB_PANE); //加载位图
for(int i=0;i<MAX_X;i++)
{
for(int j=0;j<MAX_Y;j++)
{
m_map[i][j].Create("",WS_CHILD|SS_BITMAP|WS_DISABLED , //创建方块实例
CRect(PANE_LEN*i,PANE_LEN*j,PANE_LEN*(i+1),PANE_LEN*(j+1)),this);
m_map[i][j].SetBitmap((HBITMAP)m_img); //放置位图
m_map[i][j].SetPoint(i,j); //为每个方块设置坐标,坐标与数组下标相同
}
}
}
void CSnakeDlg::OnTimer(UINT nIDEvent)
{
// TODO: Add your message handler code here and/or call default
m_snake.KeepMoving(); //保持原方向移动一步
if(!m_snake.IsTouch(MAX_X,MAX_Y))
{
//撞墙处理
KillTimer(1);
MessageBox("留得青山在,哪怕没材烧!");
InitGame();
}
else
{
//不撞墙处理
//吃到食物处理
if(m_snake.IsEat(m_food))
{
//蛇变长
m_snake.Grow();
//放置新食物
m_food=SetFood();
}
//显示蛇
ShowSnake();
}
//如果达到最大长度,即过关
if(m_snake.GetBodyLen()==MAX_SNAKE_LEN)
{
KillTimer(1);
m_time=m_time-30; //下一关,时间间隔减少30MS
//结局
if(m_time<=0)
{
MessageBox("我对你的敬仰之情有如滔滔江水连绵不绝,黄河泛滥一发不可收拾!---THE END");
return;
}
//挑战下一关
MessageBox("向下一级挑战!");
InitGame();
}
}
void CSnakeDlg::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
// TODO: Add your message handler code here and/or call default
//游戏的控制
switch(nChar)
{
case 'W':
case VK_UP:
m_snake.MoveUp();
break;
case 'S':
case VK_DOWN:
m_snake.MoveDown();
break;
case 'A':
case VK_LEFT:
m_snake.MoveLeft();
break;
case 'D':
case VK_RIGHT:
m_snake.MoveRight();
break;
case VK_ESCAPE:
EndDialog(1); //退出程序
break;
default:;
}
CDialog::OnKeyDown(nChar, nRepCnt, nFlags);
}
void CSnakeDlg::ShowSnake()
{
//蛇身包含着坐标,把坐标对应的方块显示出来即可
int len=m_snake.GetBodyLen();
for(int i=0;i<len;i++)
{
m_map[m_snake.m_body[i].x][m_snake.m_body[i].y].ShowWindow(SW_SHOW);
}
//隐藏上一步的尾巴
m_map[m_snake.m_preEnd.x][m_snake.m_preEnd.y].ShowWindow(SW_HIDE);
}
void CSnakeDlg::BreakGame()
{
if(m_isRun)
{
KillTimer(1);
m_isRun=false;
}
else
{
SetTimer(1,m_time,NULL);
m_isRun=true;
}
}
void CSnakeDlg::InitGame()
{
m_isRun=false;
//全部方块隐藏
for(int i=0;i<MAX_X;i++)
{
for(int j=0;j<MAX_Y;j++)
{
m_map[i][j].ShowWindow(SW_HIDE);
}
}
//初始化蛇
m_snake.InitSnake(MAX_X,MAX_Y);
//显示蛇
ShowSnake();
//放置食物
m_food=SetFood();
}
CPoint CSnakeDlg::SetFood()
{
int x=0;
int y=0;
CPoint food;
bool flag=true;
//随机产生,合适的坐标
while(flag)
{
srand(time(NULL));
x=rand()%MAX_X;
y=rand()%MAX_Y;
food.x=x;
food.y=y;
for(int i=0;i<m_snake.GetBodyLen();i++)
{
if(food!=m_snake.m_body[i]) //坐标不能与蛇身重合
flag=false;
}
}
//把该坐标对应的方块显示,作为食物
m_map[x][y].ShowWindow(SW_SHOW);
return food;
}
BOOL CSnakeDlg::PreTranslateMessage(MSG *lpmsg)
{
//对话框默认屏蔽了方向键的消息响应,在这里要处理一下
switch (lpmsg->message)
{
case WM_KEYDOWN:
switch (lpmsg->wParam)
{
case VK_UP:
case VK_DOWN:
case VK_LEFT:
case VK_RIGHT:
OnKeyDown(lpmsg->wParam, LOWORD(lpmsg ->lParam), HIWORD(lpmsg->lParam));
break;
default:;
}
default:;
}
return CDialog::PreTranslateMessage(lpmsg);
}
void CSnakeDlg::OnOK() //回车键消息响应
{
BreakGame(); // 暂停||开始 游戏
// CDialog::OnOK();
}
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