📄 skyblue_rectview.cpp
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// skyblue_RectView.cpp : implementation of the CSkyblue_RectView class
//
#include "stdafx.h"
#include "skyblue_Rect.h"
#include "skyblue_RectDoc.h"
#include "skyblue_RectView.h"
#include "OptionDlg.h"
//音乐播放
#include "mmsystem.h"
#pragma comment(lib,"Winmm.lib")
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CSkyblue_RectView
IMPLEMENT_DYNCREATE(CSkyblue_RectView, CView)
BEGIN_MESSAGE_MAP(CSkyblue_RectView, CView)
//{{AFX_MSG_MAP(CSkyblue_RectView)
ON_COMMAND(ID_GAME_EXIT, OnGameExit)
ON_COMMAND(ID_HELP_ABOUT, OnHelpAbout)
//}}AFX_MSG_MAP
// Standard printing commands
ON_WM_KEYDOWN()
ON_WM_TIMER()
ON_COMMAND(ID_GAME_START, OnGameStart)
ON_COMMAND(ID_GAME_END, OnGameEnd)
ON_COMMAND(ID_GAME_OPTION, OnGameOption)
ON_UPDATE_COMMAND_UI(ID_GAME_START, OnUpdateGameStart)
ON_UPDATE_COMMAND_UI(ID_GAME_OPTION, OnUpdateGameOption)
ON_UPDATE_COMMAND_UI(ID_GAME_END, OnUpdateGameEnd)
ON_UPDATE_COMMAND_UI(ID_GAME_EXIT, OnUpdateGameExit)
ON_UPDATE_COMMAND_UI(ID_HELP_ABOUT, OnUpdateHelpAbout)
ON_UPDATE_COMMAND_UI(ID_HELP_HELP, OnUpdateHelpHelp)
ON_WM_CREATE()
ON_COMMAND(ID_HELP_HELP, OnHelpHelp)
ON_UPDATE_COMMAND_UI(ID_OPTION_AREA1, OnUpdateOptionArea1)
ON_UPDATE_COMMAND_UI(ID_OPTION_AREA2, OnUpdateOptionArea2)
ON_UPDATE_COMMAND_UI(ID_OPTION_AREA3, OnUpdateOptionArea3)
ON_UPDATE_COMMAND_UI(ID_OPTION_AREA4, OnUpdateOptionArea4)
ON_COMMAND(ID_OPTION_AREA1, OnOptionArea1)
ON_COMMAND(ID_OPTION_AREA2, OnOptionArea2)
ON_COMMAND(ID_OPTION_AREA3, OnOptionArea3)
ON_COMMAND(ID_OPTION_AREA4, OnOptionArea4)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL1, OnUpdateOptionLevel1)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL2, OnUpdateOptionLevel2)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL3, OnUpdateOptionLevel3)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL4, OnUpdateOptionLevel4)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL5, OnUpdateOptionLevel5)
ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL6, OnUpdateOptionLevel6)
ON_COMMAND(ID_OPTION_LEVEL1, OnOptionLevel1)
ON_COMMAND(ID_OPTION_LEVEL2, OnOptionLevel2)
ON_COMMAND(ID_OPTION_LEVEL3, OnOptionLevel3)
ON_COMMAND(ID_OPTION_LEVEL4, OnOptionLevel4)
ON_COMMAND(ID_OPTION_LEVEL5, OnOptionLevel5)
ON_COMMAND(ID_OPTION_LEVEL6, OnOptionLevel6)
ON_UPDATE_COMMAND_UI(ID_OPTION_GRID, OnUpdateOptionGrid)
ON_COMMAND(ID_OPTION_GRID, OnOptionGrid)
ON_UPDATE_COMMAND_UI(ID_OPTION_MUSIC, OnUpdateOptionMusic)
ON_COMMAND(ID_OPTION_MUSIC, OnOptionMusic)
ON_UPDATE_COMMAND_UI(ID_GAME_PAUSH, OnUpdateGamePaush)
ON_COMMAND(ID_GAME_PAUSH, OnGamePaush)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSkyblue_RectView construction/destruction
CSkyblue_RectView::CSkyblue_RectView()
{
//第一次开始游戏
m_bFistPlay = TRUE;
//缺省为不是游戏暂停状态
m_bGamePaush = FALSE;
//缺省为不插放背景音乐
m_bMusic = FALSE;
//缺省为画网格线
m_bDrawGrid = TRUE;
//总分值清零
m_iPerformance = 0;
//测试值:为12行,10列
m_iRow = 12;
m_iCol = 10;
//左上角X,Y坐标
m_iStartX = 10;
m_iStartY = 10;
//缺省级别为3级
m_iLevel = 2;
//第一种样式
m_iBlockSytle = 0;
//缺省方块大小为m_iLarge个象素
m_iLarge = 30;
//缺省游戏是结束的
m_bGameEnd = TRUE;
int i,j;
//赋初值
for (i=0;i<100;i++)
for (j=0;j<100;j++)
GameStatus[i][j]=0;
//各种形状方块的接触面数据,参见设计书的接触面表格,
//如果某种形状的方块没有4个接触面,则后面的数据填-1
for (i=0;i<74;i++)
for (j=0;j<4;j++)
InterFace[i][j] = -1;
/*
1 ----
*/
InterFace[1][0] = 3;
InterFace[11][0] = 0; InterFace[11][1] = 1; InterFace[11][2] = 2; InterFace[11][3] = 3;
/*
2 --
--
*/
InterFace[2][0] = 1; InterFace[2][1] = 3;
/*
3 -
---
*/
InterFace[3][0] = 0; InterFace[3][1] = 2; InterFace[3][2] = 3;
InterFace[31][0] = 2; InterFace[31][1] = 3;
InterFace[32][0] = 0; InterFace[32][1] = 2; InterFace[32][2] = 3;
InterFace[33][0] = 0; InterFace[33][1] = 3;
/*
4 --
--
*/
InterFace[4][0] = 1; InterFace[4][1] = 3;
InterFace[41][0] = 0; InterFace[41][1] = 2; InterFace[41][2] = 3;
/*
5 --
--
*/
InterFace[5][0] = 1; InterFace[5][1] = 3;
InterFace[51][0] = 0; InterFace[51][1] = 2; InterFace[51][2] = 3;
/*
6 --
-
-
*/
InterFace[6][0] = 0; InterFace[6][1] = 3;
InterFace[61][0] = 1; InterFace[61][1] = 2; InterFace[61][2] = 3;
InterFace[62][0] = 2; InterFace[62][1] = 3;
InterFace[63][0] = 0; InterFace[63][1] = 1; InterFace[63][2] = 3;
/*
7 --
-
-
*/
InterFace[7][0] = 2; InterFace[7][1] = 3;
InterFace[71][0] = 1; InterFace[71][1] = 2; InterFace[71][2] = 3;
InterFace[72][0] = 0; InterFace[72][1] = 3;
InterFace[73][0] = 0; InterFace[73][1] = 1; InterFace[73][2] = 3;
}
CSkyblue_RectView::~CSkyblue_RectView()
{
}
BOOL CSkyblue_RectView::PreCreateWindow(CREATESTRUCT& cs)
{
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs
return CView::PreCreateWindow(cs);
}
/////////////////////////////////////////////////////////////////////////////
// CSkyblue_RectView drawing
//创建一些设备
int CSkyblue_RectView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
//决定第一次掉下来的方块的样式
m_inextStatus = Random(7);
return 0;
}
/* * * * * * * * * * * * * * * * * * * * * * * * *
*
* 名称:OnDraw
*
* 功能:承担所有绘制屏幕工作
*
* 最后修改时间:2005.8.6
*
* * * * * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::OnDraw(CDC* pDC)
{
DcEnvInitial();
DrawGame(&m_memDC); //在内存位图的游戏区域绘制
pDC->BitBlt(0,0,m_nWidth,m_nHeight,&m_memDC,0,0,SRCCOPY);
}
//
//绘图设备环境的初始化
//
void CSkyblue_RectView::DcEnvInitial(void)
{
if(m_bFistPlay)
{
m_bFistPlay = FALSE;
//用默认的参数,获取当前屏幕设备环境
CDC *pWindowDC = GetDC();
//1.用于映射屏幕的内存设备环境
//获取游戏窗口的大小用于下面设置内存位图的尺寸
CRect windowRect;
GetClientRect(&windowRect);
m_nWidth = windowRect.Width();
m_nHeight = windowRect.Height();
//内存设备环境与屏幕设备环境关联(兼容)
m_memDC.CreateCompatibleDC(pWindowDC);
//内存位图与与屏幕关联(兼容),大小为游戏窗口的尺寸
m_memBmp.CreateCompatibleBitmap(pWindowDC,m_nWidth,m_nHeight);
//内存设备环境与内存位图关联,以便通过m_memDC在内存位图上作画
m_memDC.SelectObject(&m_memBmp);
//2.存储方块位图的内存资源
//内存设备环境与屏幕设备环境关联(兼容)
m_memRectDC.CreateCompatibleDC(pWindowDC);
//相当于将外部位图rect.bmp动态载入m_hMemRectBmp中
m_hMemRectBmp=(HBITMAP)LoadImage(NULL,"rect.bmp",IMAGE_BITMAP,150,30,LR_LOADFROMFILE);
//内存设备环境与内存位图关联,以便通过m_memDC在内存位图上作画
SelectObject(m_memRectDC.m_hDC, m_hMemRectBmp);
//黑色的黑笔
m_pBlackPen = new CPen(PS_SOLID,1,BLACK);
//画刷
m_pGrayBrush = new CBrush(RGB(66,66,66));
m_pBlackBrush = new CBrush(BLACK);
}
}
void CSkyblue_RectView::DCEnvClear(void)
{
//设备环境
m_memDC.DeleteDC();
m_memRectDC.DeleteDC();
//位图资源
DeleteObject(m_memBmp);
DeleteObject(m_hMemRectBmp);
delete(m_pBlackPen);
delete(m_pGrayBrush);
delete(m_pBlackBrush);
}
void CSkyblue_RectView::DrawGame(CDC *pDC)
{
int i,j;
//选用黑色画刷,绘制整个游戏所在窗口的背景
pDC -> SelectObject(m_pBlackBrush);
CRect rect;
GetClientRect(&rect);
pDC -> Rectangle(rect);
//选用灰色画刷,绘制游戏区域的背景
pDC -> SelectObject(m_pGrayBrush);
pDC -> Rectangle(m_iStartY ,m_iStartX, m_iStartY + 301, m_iStartX + 360);
pDC->SelectObject(m_pBlackPen);
//画网格线
if (m_bDrawGrid)
{
//画横线
for (i=0;i<m_iRow;i++)
{
pDC->MoveTo(m_iStartY, m_iStartX + i*m_iLarge);
pDC->LineTo(m_iStartY+300, m_iStartX +i*m_iLarge);
}
//画竖线
for (i=0;i<m_iCol;i++)
{
pDC->MoveTo(m_iStartY+i*m_iLarge, m_iStartX);
pDC->LineTo(m_iStartY+i*m_iLarge, m_iStartX+360);
}
}
int x,y,nW,nH;
//小方块的绘制
for (i=0;i<m_iRow;i++)
for (j=0;j<m_iCol;j++)
{
if (GameStatus[i][j]==MAP_STATE_NOT_EMPTY)
{
//在游戏区域中状态为被占用状态的区域绘制小方块
x = m_iStartY+j*m_iLarge +2;
y = m_iStartX+i*m_iLarge +2;
nW = m_iLarge-4;
nH = m_iLarge-4;
pDC->BitBlt(x,y,nW,nH,&m_memRectDC,m_iBlockSytle*30,0,SRCCOPY);
}
}
//显示游戏区域及游戏级别的汉字描述
if (!m_bGameEnd)
{
pDC -> SetBkColor(BLACK);
pDC -> SetTextColor(WHITE);
pDC -> TextOut(m_iStartY+320, m_iStartX+220, "游戏区域大小:");
pDC -> TextOut(m_iStartY+320, m_iStartX+240,m_strArea);
pDC -> TextOut(m_iStartY+320, m_iStartX+280, "游戏级别:");
pDC -> TextOut(m_iStartY+320, m_iStartX+300,m_strLevel);
}
//显示总分
if (!m_bGameEnd)
{
CString lsStr;
lsStr.Format("总分为:%d 分",m_iPerformance);
pDC -> SetBkColor(BLACK);
pDC -> SetTextColor(WHITE);
pDC -> TextOut(m_iStartY+320, m_iStartX+180,lsStr);
}
//画下一次将要出现的方块,用于提示用户
if (!m_bGameEnd)
{
pDC -> SetBkColor(BLACK);
pDC -> SetTextColor(WHITE);
pDC -> TextOut(m_iStartY+320, m_iStartX,"下一个方块:");
int x,y,nW,nH;
for (UINT k=0;k<4;k++)
{
i = NextStatus[k][0];
j = NextStatus[k][1];
x = m_iStartY+j*30 +2+320;
y = m_iStartX+i*30 +2+30;
nW = m_iLarge-4;
nH = m_iLarge-4;
pDC->BitBlt(x,y,nW,nH,&m_memRectDC,m_iBlockSytle*30,0,SRCCOPY);
}
}
}
/* * * * * * * * * * * * * * * * * * * * * * * * *
*
* 名称:OnTimer
*
* 功能:承担所有驱动工作
*
* 最后修改时间:2005.8.6
*
* * * * * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::OnTimer(UINT nIDEvent)
{
//如果原来的方块已到底或游戏刚开始,则掉下一个新的方块
int i,j,k;
if (m_isBottom)
{
//1.产生下一个随机下坠物
m_icurrentStatus = m_inextStatus;
m_inextStatus = Random(7); //得到下一次的方块样式
// if (m_inextStatus==0) m_inextStatus++;
//2.修改新的“下一下坠物”
RectStatusToNextStatus( m_inextStatus );
// CRect rect(m_iStartY+320, m_iStartX, m_iStartY+440, m_iStartX+160);
// InvalidateRect(&rect);
// Invalidate(FALSE);
//3.将旧的“下一下坠物”用作当前使用
m_currentRect = m_icurrentStatus;
//根据当前下坠物的形状去初始化激活状态下的下坠物坐标
RectStatusToActiveStatus( m_icurrentStatus );
//将当前动态数组中的数据反映到大数组中
ActiveStatusToGameStatus();
m_isBottom = FALSE;
//4.判断当前方块是否已到底
IsBottom();
//5.判断游戏是否已结束: 碰了底,且第1行有小方块
if (m_isBottom)
for (i=0;i<m_iCol;i++)
if (GameStatus[0][i])
{
KillTimer(1);
AfxMessageBox("游戏已结束!");
for (j=0;j<m_iRow;j++)
for (k=0;k<m_iCol;k++)
GameStatus[j][k]=0;
Invalidate(FALSE);
m_bGameEnd = TRUE;
break;
}
}
else //当前方块下降
{
RectDown();
}
CView::OnTimer(nIDEvent);
}
/* * * * * * * * * * * * * * * * * * * * * *
* 函数:产生一个最大值不大于指定值的随机正整数(Random)
*
* 参数:MaxNumber : 随机数的上限
*
* 返回值: 产生的随机数
*
* 最后修改日期:2005.8.6
* * * * * * * * * * * * * * * * * * * * * */
int CSkyblue_RectView::Random(int MaxNumber)
{
//部下随机种子
srand( (unsigned)time( NULL ) );
//产生随机数
int random = rand() % MaxNumber;
//保证非0
if(random == 0 ) random++;
return random;
}
/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:将当前下坠物的位置映射到游戏区域地图数组中去
*
* 最后修改日期:2005.8.6
* * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::ActiveStatusToGameStatus()
{
int x1,x2,x3,x4,y1,y2,y3,y4;
x1 = ActiveStatus[0][0];
x2 = ActiveStatus[1][0];
x3 = ActiveStatus[2][0];
x4 = ActiveStatus[3][0];
y1 = ActiveStatus[0][1];
y2 = ActiveStatus[1][1];
y3 = ActiveStatus[2][1];
y4 = ActiveStatus[3][1];
GameStatus[x1][y1]=MAP_STATE_NOT_EMPTY;
GameStatus[x2][y2]=MAP_STATE_NOT_EMPTY;
GameStatus[x3][y3]=MAP_STATE_NOT_EMPTY;
GameStatus[x4][y4]=MAP_STATE_NOT_EMPTY;
}
/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:初始掉落时,将根据方块的样式决定当前动态数组的值
*
* 最后修改日期:2005.8.6
* * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::RectStatusToActiveStatus(int m_which)
{
switch(m_which)
{
case 1:
ActiveStatus[0][0] = 0; ActiveStatus[0][1] = 5; ActiveStatus[1][0] = 1; ActiveStatus[1][1] = 5;
ActiveStatus[2][0] = 2; ActiveStatus[2][1] = 5; ActiveStatus[3][0] = 3; ActiveStatus[3][1] = 5;
break;
case 2:
ActiveStatus[0][0] = 0; ActiveStatus[0][1] = 5; ActiveStatus[1][0] = 1; ActiveStatus[1][1] = 5;
ActiveStatus[2][0] = 0; ActiveStatus[2][1] = 6; ActiveStatus[3][0] = 1; ActiveStatus[3][1] = 6;
break;
case 3:
ActiveStatus[0][0] = 1; ActiveStatus[0][1] = 4; ActiveStatus[1][0] = 0; ActiveStatus[1][1] = 5;
ActiveStatus[2][0] = 1; ActiveStatus[2][1] = 5; ActiveStatus[3][0] = 1; ActiveStatus[3][1] = 6;
break;
case 4:
ActiveStatus[0][0] = 0; ActiveStatus[0][1] = 5; ActiveStatus[1][0] = 1; ActiveStatus[1][1] = 5;
ActiveStatus[2][0] = 1; ActiveStatus[2][1] = 6; ActiveStatus[3][0] = 2; ActiveStatus[3][1] = 6;
break;
case 5:
ActiveStatus[0][0] = 1; ActiveStatus[0][1] = 5; ActiveStatus[1][0] = 2; ActiveStatus[1][1] = 5;
ActiveStatus[2][0] = 0; ActiveStatus[2][1] = 6; ActiveStatus[3][0] = 1; ActiveStatus[3][1] = 6;
break;
case 6:
ActiveStatus[0][0] = 0; ActiveStatus[0][1] = 5; ActiveStatus[1][0] = 0; ActiveStatus[1][1] = 6;
ActiveStatus[2][0] = 1; ActiveStatus[2][1] = 6; ActiveStatus[3][0] = 2; ActiveStatus[3][1] = 6;
break;
case 7:
ActiveStatus[0][0] = 0; ActiveStatus[0][1] = 5; ActiveStatus[1][0] = 1; ActiveStatus[1][1] = 5;
ActiveStatus[2][0] = 2; ActiveStatus[2][1] = 5; ActiveStatus[3][0] = 0; ActiveStatus[3][1] = 6;
break;
}
}
/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:初始掉落时,将根据方块的样式决定下一次将要掉下来的动态数组的值
*
* 最后修改日期:2005.8.6
* * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::RectStatusToNextStatus(int m_which)
{
switch(m_which)
{
case 1:
NextStatus[0][0] = 0; NextStatus[0][1] = 1; NextStatus[1][0] = 1; NextStatus[1][1] = 1;
NextStatus[2][0] = 2; NextStatus[2][1] = 1; NextStatus[3][0] = 3; NextStatus[3][1] = 1;
break;
case 2:
NextStatus[0][0] = 0; NextStatus[0][1] = 1; NextStatus[1][0] = 1; NextStatus[1][1] = 1;
NextStatus[2][0] = 0; NextStatus[2][1] = 2; NextStatus[3][0] = 1; NextStatus[3][1] = 2;
break;
case 3:
NextStatus[0][0] = 1; NextStatus[0][1] = 0; NextStatus[1][0] = 0; NextStatus[1][1] = 1;
NextStatus[2][0] = 1; NextStatus[2][1] = 1; NextStatus[3][0] = 1; NextStatus[3][1] = 2;
break;
case 4:
NextStatus[0][0] = 0; NextStatus[0][1] = 1; NextStatus[1][0] = 1; NextStatus[1][1] = 1;
NextStatus[2][0] = 1; NextStatus[2][1] = 2; NextStatus[3][0] = 2; NextStatus[3][1] = 2;
break;
case 5:
NextStatus[0][0] = 1; NextStatus[0][1] = 1; NextStatus[1][0] = 2; NextStatus[1][1] = 1;
NextStatus[2][0] = 0; NextStatus[2][1] = 2; NextStatus[3][0] = 1; NextStatus[3][1] = 2;
break;
case 6:
NextStatus[0][0] = 0; NextStatus[0][1] = 1; NextStatus[1][0] = 0; NextStatus[1][1] = 2;
NextStatus[2][0] = 1; NextStatus[2][1] = 2; NextStatus[3][0] = 2; NextStatus[3][1] = 2;
break;
case 7:
NextStatus[0][0] = 0; NextStatus[0][1] = 1; NextStatus[1][0] = 1; NextStatus[1][1] = 1;
NextStatus[2][0] = 2; NextStatus[2][1] = 1; NextStatus[3][0] = 0; NextStatus[3][1] = 2;
break;
}
}
/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:当前方块下降
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