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📄 canvasframe.cpp

📁 用VC++6.0和D3D写的2D游戏代码
💻 CPP
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// canvasFrame.cpp : implementation file
//

#include "stdafx.h"
#include "canvasr.h"
#include "canvasFrame.h"

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

/////////////////////////////////////////////////////////////////////////////
// canvasFrame

IMPLEMENT_DYNCREATE(canvasFrame, CFrameWnd)


canvasFrame::canvasFrame()
{
	RECT rect;
	Create(NULL,"梦幻泡泡 (有兴趣可以访问游戏娱乐分享网www.jin32.com)");
	CClientDC dc(this);
	int width = dc.GetDeviceCaps(HORZRES);
	int height = dc.GetDeviceCaps(VERTRES);
	GetWindowRect( &rect );
	width = ( width - ( rect.right - rect.left ))/2 ;
	height = (height - (rect.bottom - rect.top ))/2 ;
	MoveWindow( width , height , (rect.right - rect.left ) , (rect.bottom - rect.top ) ,true);
	HICON m_hIcon = AfxGetApp()->LoadIcon(IDI_ICON);
	SetIcon(m_hIcon, TRUE);
}

canvasFrame::~canvasFrame()
{
}


BEGIN_MESSAGE_MAP(canvasFrame, CFrameWnd)
	//{{AFX_MSG_MAP(canvasFrame)
	ON_WM_PAINT()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// canvasFrame message handlers

BOOL appLoadGameData();


LRESULT canvasFrame::WindowProc(UINT message, WPARAM wParam, LPARAM lParam) 
{
	// TODO: Add your specialized code here and/or call the base class
	switch( message )
	{
	case WM_CREATE :
		//draw
		if( !d3dCreate( m_hWnd , 640 , 480 , true ))
			return PostMessage( WM_CLOSE );
		//input
		if( !diCreate( AfxGetInstanceHandle() , m_hWnd ))
			return PostMessage( WM_CLOSE );
		//Load Image
		if( !appLoadGameData())
			return PostMessage( WM_CLOSE );
		//

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