📄 petfazenda.c
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/*===========================================================================
FILE: PetFazenda.c
===========================================================================*/
/*===============================================================================
INCLUDES AND VARIABLE DEFINITIONS
=============================================================================== */
#include "AEEModGen.h" // Module interface definitions
#include "AEEAppGen.h" // Applet interface definitions
#include "AEEShell.h" // Shell interface definitions
#include "back.brh"
#include "login.brh"
#include "about.brh"
#include "star.brh"
#include "bg3.brh"
#include "PetFazenda.bid"
#include "AEEImage.h"
#include "AEEGraphics.h"
#include "AEEImageCtl.h"
#include "AEEStdlib.h"
#include "time.h"
#include "AEETime.h"
#include "AEE.h"
#include "PetMenu.brh"
#include "petjin.brh"
/*-------------------------------------------------------------------
Applet structure. All variables in here are reference via "pMe->"
-------------------------------------------------------------------*/
// create an applet structure that's passed around. All variables in
// here will be able to be referenced as static.
typedef struct _PetFazenda {
AEEApplet a ; // First element of this structure must be AEEApplet
AEEDeviceInfo DeviceInfo; // always have access to the hardware device information
IDisplay *pIDisplay; // give a standard way to access the Display interface
IShell *pIShell; // give a standard way to access the Shell interface
AEEImageInfo imageInfo;
IImage *pImage_back; //背景图
IImage *pImage_login; //登陆截面图
IImage *pImage_about; //About us
IImage *pImage_petmenu; //宠物菜单
IImage *pImage_petstar1;
IImage *pImage_petstar2;
IImage *pImage_petstar3;
IImage *pImage_smallpet;
IImage *pImage_petbci;
IImage *pImage_petbci1;
IImage *pImage_petbci2;
IImage *pImage_petbci3;
IGraphics *pIGra;
AEECircle circle; //圆暂时代替鼠标
AEELine pLineH; //定义横向线段
AEELine pLineS;
AEELine pLineB; //定义纵向线段
AEEPoint pPoint; //定义点
AECHAR * pszBuf; //定义字符窜
int back_x,back_y; //背景坐标
int login/*判断登陆*/,login_num/*登陆选项*/;
int mouse_x,mouse_y; //鼠标坐标
int select_1,select_2,select_3,select_4; //判断选中哪个房屋
int red,green; // 鼠标颜色
int petmenu,petmenu_1,petmenu_2,petmenu_3,petmenu_4,petmenu_5;
int e; //饥饿度
int c; //舒适度
int h; //健康度
int f; //忠诚度
int t; //系统时间
int s;
int flag,flag1,flag2,flag3;
int sp_x;
int sp_y;
AEETriangle pTriangle_1; //定义三角
AEETriangle pTriangle_2;
int left,right,up,down,limit_left,limit_right;
// add your own variables here...
} PetFazenda;
/*-------------------------------------------------------------------
Function Prototypes
-------------------------------------------------------------------*/
static boolean PetFazenda_HandleEvent(PetFazenda* pMe, AEEEvent eCode,
uint16 wParam, uint32 dwParam);
boolean PetFazenda_InitAppData(PetFazenda* pMe);
void PetFazenda_FreeAppData(PetFazenda* pMe);
void draw_back(PetFazenda* pMe);
void draw_mouse(PetFazenda* pMe);
//void fly(PetFazenda* pMe);
void draw_login(PetFazenda* pMe);
void draw_about(PetFazenda* pMe);
void draw_all(PetFazenda* pMe);
void draw_mouse_house(PetFazenda* pMe);
void draw_petmenu(PetFazenda* pMe);
void draw_mouse_petmenu(PetFazenda* pMe);
void draw_pettest(PetFazenda *pMe);
void time_begin(PetFazenda * pMe);
void draw_bci(PetFazenda * pMe);
void draw_bci2(PetFazenda * pMe);
void draw_smallpet(PetFazenda *pMe);
void disappear_smallpet(PetFazenda *pMe);
void stop_bci(PetFazenda * pMe);
void print(PetFazenda* pMe,char* Score);
void draw_mouse_circle(PetFazenda* pMe);
void set_mouse_point(PetFazenda* pMe,int x,int y);
/*===============================================================================
FUNCTION DEFINITIONS
=============================================================================== */
/*===========================================================================
FUNCTION: AEEClsCreateInstance
DESCRIPTION
This function is invoked while the app is being loaded. All Modules must provide this
function. Ensure to retain the same name and parameters for this function.
In here, the module must verify the ClassID and then invoke the AEEApplet_New() function
that has been provided in AEEAppGen.c.
After invoking AEEApplet_New(), this function can do app specific initialization. In this
example, a generic structure is provided so that app developers need not change app specific
initialization section every time except for a call to IDisplay_InitAppData().
This is done as follows: InitAppData() is called to initialize AppletData
instance. It is app developers responsibility to fill-in app data initialization
code of InitAppData(). App developer is also responsible to release memory
allocated for data contained in AppletData -- this can be done in
IDisplay_FreeAppData().
PROTOTYPE:
int AEEClsCreateInstance(AEECLSID ClsId,IShell * pIShell,IModule * po,void ** ppObj)
PARAMETERS:
clsID: [in]: Specifies the ClassID of the applet which is being loaded
pIShell: [in]: Contains pointer to the IShell object.
pIModule: pin]: Contains pointer to the IModule object to the current module to which
this app belongs
ppObj: [out]: On return, *ppObj must point to a valid IApplet structure. Allocation
of memory for this structure and initializing the base data members is done by AEEApplet_New().
DEPENDENCIES
none
RETURN VALUE
AEE_SUCCESS: If the app needs to be loaded and if AEEApplet_New() invocation was
successful
EFAILED: If the app does not need to be loaded or if errors occurred in
AEEApplet_New(). If this function returns FALSE, the app will not be loaded.
SIDE EFFECTS
none
===========================================================================*/
int AEEClsCreateInstance(AEECLSID ClsId, IShell *pIShell, IModule *po, void **ppObj)
{
*ppObj = NULL;
if( ClsId == AEECLSID_PETFAZENDA )
{
// Create the applet and make room for the applet structure
if( AEEApplet_New(sizeof(PetFazenda),
ClsId,
pIShell,
po,
(IApplet**)ppObj,
(AEEHANDLER)PetFazenda_HandleEvent,
(PFNFREEAPPDATA)PetFazenda_FreeAppData) ) // the FreeAppData function is called after sending EVT_APP_STOP to the HandleEvent function
{
//Initialize applet data, this is called before sending EVT_APP_START
// to the HandleEvent function
if(PetFazenda_InitAppData((PetFazenda*)*ppObj))
{
//Data initialized successfully
return(AEE_SUCCESS);
}
else
{
//Release the applet. This will free the memory allocated for the applet when
// AEEApplet_New was called.
IAPPLET_Release((IApplet*)*ppObj);
return EFAILED;
}
} // end AEEApplet_New
}
return(EFAILED);
}
/*===========================================================================
FUNCTION SampleAppWizard_HandleEvent
DESCRIPTION
This is the EventHandler for this app. All events to this app are handled in this
function. All APPs must supply an Event Handler.
PROTOTYPE:
boolean SampleAppWizard_HandleEvent(IApplet * pi, AEEEvent eCode, uint16 wParam, uint32 dwParam)
PARAMETERS:
pi: Pointer to the AEEApplet structure. This structure contains information specific
to this applet. It was initialized during the AEEClsCreateInstance() function.
ecode: Specifies the Event sent to this applet
wParam, dwParam: Event specific data.
DEPENDENCIES
none
RETURN VALUE
TRUE: If the app has processed the event
FALSE: If the app did not process the event
SIDE EFFECTS
none
===========================================================================*/
static boolean PetFazenda_HandleEvent(PetFazenda* pMe, AEEEvent eCode, uint16 wParam, uint32 dwParam)
{
switch (eCode)
{
// App is told it is starting up
case EVT_APP_START:
// Add your code here...
ISHELL_SetTimer(pMe->pIShell,1000,time_begin,pMe);
draw_login(pMe);
print(pMe,"*");
return(TRUE);
// App is told it is exiting
case EVT_APP_STOP:
// Add your code here...
return(TRUE);
// App is being suspended
case EVT_APP_SUSPEND:
// Add your code here...
return(TRUE);
// App is being resumed
case EVT_APP_RESUME:
// Add your code here...
return(TRUE);
// An SMS message has arrived for this app. Message is in the dwParam above as (char *)
// sender simply uses this format "//BREW:ClassId:Message", example //BREW:0x00000001:Hello World
case EVT_APP_MESSAGE:
// Add your code here...
return(TRUE);
// A key was pressed. Look at the wParam above to see which key was pressed. The key
// codes are in AEEVCodes.h. Example "AVK_1" means that the "1" key was pressed.
case EVT_KEY:
// Add your code here...
{
switch(wParam)
{
case AVK_SELECT:
{
if(pMe->login_num==1&&pMe->petmenu!=1) //start game
{
draw_all(pMe);
// ISHELL_SetTimer(pMe->pIShell,2000,disappear_smallpet,pMe);
pMe->login=1;
}
else if(pMe->login_num==3)//quit
ISHELL_CloseApplet(pMe->pIShell,1);//立即退出程序
else //about us
{
IDISPLAY_ClearScreen(pMe->pIDisplay);
draw_about(pMe);
}
if(pMe->login==1&&pMe->select_4==1)
{
IIMAGE_Stop(pMe->pImage_smallpet);
pMe->petmenu_5=0;
draw_petmenu(pMe);
draw_pettest(pMe);
draw_mouse(pMe);
draw_bci(pMe);
draw_bci2(pMe);
pMe->petmenu=1;
if(pMe->petmenu_5==1)
{
// pMe->mouse_x=pMe->pTriangle_1.x0+pMe->back_x;
// pMe->mouse_y=pMe->pTriangle_1.y0;
IIMAGE_Stop(pMe->pImage_petbci);
draw_all(pMe);
pMe->login=1;
}
}
}return TRUE;
case AVK_CLR:
{
stop_bci(pMe);
draw_petmenu(pMe);
draw_pettest(pMe);
draw_mouse(pMe);
draw_bci(pMe);
}return TRUE;
case AVK_UP:
{
pMe->up=1;pMe->down=0;pMe->left=0;pMe->right=0;
if(pMe->login!=1) //判断是否已登陆 以下同
{
if(pMe->login_num-1!=0)
pMe->login_num--;
draw_login(pMe);
print(pMe,"*");
return TRUE;
}
if(pMe->pTriangle_1.y0-10<0) //判断边界 以下同
break;
else
set_mouse_point(pMe,0,-10);
// ISHELL_SetTimer(pMe->pIShell,2000,disappear_smallpet,pMe);
if(pMe->petmenu==1)
{
draw_petmenu(pMe);
draw_pettest(pMe);
draw_mouse(pMe);
draw_bci(pMe);
}
else
draw_all(pMe);
}return TRUE;
case AVK_DOWN:
{
pMe->up=0;pMe->down=1;pMe->left=0;pMe->right=0;
if(pMe->login!=1)
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