📄 穿越丛林dlg.cpp
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// 穿越丛林Dlg.cpp : implementation file
/*
[学VC、编游戏]
编著、程序设计:唐明理 2004.7
E-mail: cqtml@163.com
*/
#include "stdafx.h"
#include "穿越丛林.h"
#include "穿越丛林Dlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMyDlg dialog
CMyDlg::CMyDlg(CWnd* pParent /*=NULL*/)
: CDialog(CMyDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CMyDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}
void CMyDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CMyDlg)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CMyDlg, CDialog)
//{{AFX_MSG_MAP(CMyDlg)
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_WM_TIMER()
ON_WM_LBUTTONDOWN()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMyDlg message handlers
BOOL CMyDlg::OnInitDialog()
{
CDialog::OnInitDialog();
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
// TODO: Add extra initialization here
cc=" 这是《学VC编游戏》的第五个示例:\r\n\r\n";
cc+=" 在这一章,我们使用了以下知识、技术。\r\n";
cc+="1、类文件、建立类文件方法。\r\n";
cc+="2、类文件的使用方法。\r\n";
cc+="3、调入场景文件,初始化场景。\r\n";
cc+="4、冒泡法排序。\r\n";
cc+="5、用冒泡法排序解决对象遮档。\r\n";
cc+="6. 实用的无闪烁刷屏方法。\r\n\r\n";
cc+="重点:安排场景和解决对象遮档。\r\n\r\n";
cc+="编著、程序设计:唐明理 2004.7\r\n";
cc+="E-mail: cqtml@163.com\r\n";
cc+="\r\n==========操作方法=============\r\n\r\n";
cc+="A、在场景内用鼠标点任意点,可指挥主角移动。\r\n";
cc+="B、ESC键,退出游戏。\r\n\r\n";
SetDlgItemText(IDC_EDIT1,cc);
MoveWindow(0,0,640,480);
CenterWindow();
GetDlgItem(IDOK)->MoveWindow(640-60,0,55,18,TRUE);
GetWindowRect(rect);
m_game.init();
cc=m_game.appdir;
if(cc.Right(8)=="运行程序")
cc= "地图/game0.dat";
else cc="../运行程序/地图/game0.dat";
m_game.loadmap(cc);
m_game.loadbmp(m_game.dir+"地面.BMP");
SelectObject(m_game.BkDC0,m_game.bitmap);
SetTextColor(m_game.BkDC0,RGB(0,0,255));
SetBkMode(m_game.BkDC0,TRANSPARENT);
cc="看,我在石头和树之间,前后的遮拦顺序有了。";
TextOut(m_game.BkDC0,150,310,cc,lstrlen(cc));
cc="在场景内任意点按鼠标左键试试!";
TextOut(m_game.BkDC0,180,330,cc,lstrlen(cc));
cc="哈哈! 我是涝山道士,可以穿山而过耶。(还没有进行障碍处理。)";
TextOut(m_game.BkDC0,100,360,cc,lstrlen(cc));
////////////////////////////////////////////////////////////////////////////////
return TRUE; // return TRUE unless you set the focus to a control
}
void CMyDlg::OnOK()
{ GetDlgItem(IDC_EDIT1)->ShowWindow(SW_HIDE);
SetTimer(1,150,NULL);
}
// 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 CMyDlg::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();
}
}
HCURSOR CMyDlg::OnQueryDragIcon()
{
return (HCURSOR) m_hIcon;
}
void CMyDlg::OnCancel()
{ m_game.exit();
CDialog::OnCancel();
}
void CMyDlg::OnTimer(UINT nIDEvent)
{ CClientDC dc(this);
BitBlt(m_game.BkDC1,0,0,rect.Width(),rect.Height(),
m_game.BkDC0,0,0,SRCCOPY);
m_game.sort();
for(int i=0;i<m_game.rs;i++)
m_game.setobj(i);
BitBlt(dc.m_hDC,0,0,rect.Width(),rect.Height(),
m_game.BkDC1,0,0,SRCCOPY);
CDialog::OnTimer(nIDEvent);
}
void CMyDlg::OnLButtonDown(UINT nFlags, CPoint point)
{ int x=point.x,y=point.y;
for(int i=0;i<m_game.rs;i++)
{if(m_game.man[i].jisu==0)
{m_game.man[i].x0=x;
m_game.man[i].y0=y;
m_game.man[i].p=m_game.man[i].m1-1;
break;
}
}
/////////////////////////////////////////////////////////////////////////////////////
CDialog::OnLButtonDown(nFlags, point);
}
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