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📄 snakeview.cpp

📁 基于vc对贪吃蛇游戏
💻 CPP
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// SnakeView.cpp : implementation of the CSnakeView class
//

#include "stdafx.h"
#include "Snake.h"

#include "SnakeDoc.h"
#include "SnakeView.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CSnakeView

IMPLEMENT_DYNCREATE(CSnakeView, CView)

BEGIN_MESSAGE_MAP(CSnakeView, CView)
	//{{AFX_MSG_MAP(CSnakeView)
	ON_WM_KEYDOWN()
	ON_WM_TIMER()
	ON_COMMAND(ID_GAME_START, OnGameStart)
	//}}AFX_MSG_MAP
	// Standard printing commands
	ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CSnakeView construction/destruction

CSnakeView::CSnakeView()
{
	IniGame();      
}

CSnakeView::~CSnakeView()
{
}

BOOL CSnakeView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CSnakeView drawing

void CSnakeView::OnDraw(CDC* pDC)
{
	CSnakeDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	
	CBitmap bitmap;
	bitmap.LoadBitmap(IDB_BITMAP1);
	CDC MemDC;
	MemDC.CreateCompatibleDC(pDC);
	CBitmap *pOldBitmap=MemDC.SelectObject(&bitmap);
	BITMAP bm;
	bitmap.GetBitmap(&bm);
	pDC->BitBlt(0,0,bm.bmWidth,bm.bmHeight,&MemDC,0,0,SRCCOPY);
	MemDC.SelectObject(pOldBitmap);
	
	// 画游戏区域
   pDC->SelectStockObject(WHITE_BRUSH);
   pDC->Rectangle(CRect(m_nLeft-1,m_nTop-1,m_nLeft+m_nWidth*m_nSize+1,
	   m_nTop+m_nHeight*m_nSize+1));
   
   
   
   //显示当前用时
   CString uStr;
   uStr.Format("当前用时:%d",m_nTime);
   pDC->TextOut(m_nLeft+m_nWidth*m_nSize+30,40,uStr);
   
   
   //显示当前得分
   uStr.Format("当前得分:%d",m_nCount);
   pDC->TextOut(m_nLeft+m_nWidth*m_nSize+30,140,uStr);
   
   
   //显示目标
   pDC->SelectStockObject(LTGRAY_BRUSH);
   pDC->Rectangle(CRect(m_nLeft+m_pAim.y*m_nSize,m_nTop+m_pAim.x*m_nSize,
	   m_nLeft+(m_pAim.y+1)*m_nSize,m_nTop+(m_pAim.x+1)*m_nSize));
   
   
   
   
   //draw snake
   for(int i=0;i<=m_aBody.GetUpperBound();i++)
    {  
      CPoint uPoint=m_aBody.GetAt(i);
      pDC->Rectangle(CRect(m_nLeft+uPoint.y*m_nSize,m_nTop+uPoint.x*m_nSize,
		  m_nLeft+(uPoint.y+1)*m_nSize,m_nTop+(uPoint.x+1)*m_nSize));
     }
}

/////////////////////////////////////////////////////////////////////////////
// CSnakeView printing

BOOL CSnakeView::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CSnakeView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CSnakeView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CSnakeView diagnostics

#ifdef _DEBUG
void CSnakeView::AssertValid() const
{
	CView::AssertValid();
}

void CSnakeView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CSnakeDoc* CSnakeView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CSnakeDoc)));
	return (CSnakeDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CSnakeView message handlers

void CSnakeView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) 
{
	// 设置各方向的值
	switch(nChar){
   case 38:
	   if(m_nDirect!=3)
         m_nDirect=4;
       break;
   case 40:
	   if(m_nDirect!=4)
         m_nDirect=3;
       break;
   case 37:
	   if(m_nDirect!=1)
         m_nDirect=2;
       break;
   case 39:
	   if(m_nDirect!=2)
         m_nDirect=1;
       break; 
   }
	CView::OnKeyDown(nChar, nRepCnt, nFlags);
}

void CSnakeView::OnTimer(UINT nIDEvent) 
{
	m_nTime1++;      //计时

  if(m_nTime1==10)     //达到1秒
  {
   m_nTime++;
   m_nTime1=0;
   Invalidate();
  }
  
  
  CPoint uPoint=m_aBody.GetAt(0);    //sanke head
  int uTag=0;

  switch(m_nDirect)      
  {
  case 1:    //right
        uPoint.y++;
      if(uPoint.y>=m_nWidth)
        uTag=1;
      break;
  case 2:   //left
        uPoint.y--;
      if(uPoint.y<0)
        uTag=1;
      break;
  case 3:    //down
	    uPoint.x++;
      if(uPoint.x>=m_nHeight)
        uTag=1;
      break; 
  case 4:     //up
        uPoint.x--;
      if(uPoint.x<0)
        uTag=1;
      break;
  }

  if(uTag==0)
  {
    for(int i=0; i<=m_aBody.GetUpperBound();i++)
    {
      CPoint uPoint1=m_aBody.GetAt(i);
      if(uPoint1.x==uPoint.x&& uPoint1.y==uPoint.y)
      {
       uTag=1;
       break;
      }
    }
  }

if(uTag==0)                  
{
  m_aBody.InsertAt(0,uPoint);
  ReDisplay(uPoint);
  if(uPoint.x==m_pAim.x&&uPoint.y==m_pAim.y)
  {
    m_nCount++;
    IniAim();
    Invalidate();
   }
   else
  {
     CPoint uPoint1=m_aBody.GetAt(m_aBody.GetUpperBound());
     m_aBody.RemoveAt(m_aBody.GetUpperBound());
     ReDisplay(uPoint1);
  }
}



else      //Game Over
  {
    KillTimer(1);
    AfxMessageBox("Fail!");
  }
	
	CView::OnTimer(nIDEvent);
}






void CSnakeView::OnGameStart() 
{
    IniGame();
    m_nGameStatus=1;
    SetTimer(1,100,NULL);    //启动定时器
    Invalidate();	
}


//该随机函数产生一个供蛇吃的目标,如与蛇身重合,则重新产生一个 
void CSnakeView::IniAim()
   {
      int uX,uY;    //目标位置
      while(1)
      {

          uX=rand()%m_nHeight;
          uY=rand()%m_nWidth;
          int uTag=0;            //0:不与蛇身重合;1:重合
     
          for(int i=0;i<=m_aBody.GetUpperBound();i++)
          {  
              CPoint uPoint=m_aBody.GetAt(i);
              if(uPoint.x==uX||uPoint.y==uY)    //重合
              {
                 uTag=1;
                 break;
              }
          }
          if(uTag==0)
            break;
       }
       m_pAim=CPoint(uX,uY);     //目标保存于成员变量中
    }
    


//初始化游戏
void CSnakeView::IniGame()  //这个类中的方法
    { 

        //initialize game area
	    m_nLeft=20;
        m_nTop=20;
        m_nWidth=40;
        m_nHeight=30;
        m_nSize=10;

		//initialize game status
        m_nGameStatus=0;
        m_nDirect=1;
        m_nCount=0;

        //initialize snake body
		m_aBody.RemoveAll();
        m_aBody.Add(CPoint(2,7));
        m_aBody.Add(CPoint(2,6));
        m_aBody.Add(CPoint(2,5));
        m_aBody.Add(CPoint(2,4));

        //clean timer
		m_nTime=0;
        m_nTime1=0;

        srand((unsigned)time(NULL));   //初始化随机数发生器

        IniAim();    //产生一个目标
     }




//刷新游戏区域中pPoint处的一个小方格
void CSnakeView::ReDisplay(CPoint pPoint)
     {
        InvalidateRect(CRect(m_nLeft+pPoint.y*m_nSize,m_nTop+pPoint.x*m_nSize,
                       m_nLeft+(pPoint.y+1)*m_nSize,m_nTop+(pPoint.x+1)*m_nSize));
     }

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