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📄 game.cpp

📁 在vc 6.0环境下的一个坦克小游戏
💻 CPP
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// Game.cpp: implementation of the CGame class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "tank.h"
#include "Game.h"

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

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CGame::CGame()
{
	m_pMenuBuffer=NULL;
	m_bFreeze=FALSE;
	m_nBorderTime=0;
	m_nFreezeTime=0;
	m_nMenuPos=3;  //默认为返回游戏
	m_pDD=NULL;
	m_pddsFrontBuffer=NULL;
	m_pddsBackBuffer=NULL;
	pcClipper=NULL;

	m_pBackGroundBuffer=NULL;
	m_pBulletBuffer=NULL;
	m_pExplodeBuffer=NULL;
	m_pGeneralBuffer=NULL;
	m_pEggBuffer=NULL;
	m_pWaitBuffer=NULL;
	m_pGameOverBuffer=NULL;
	m_pBeginBuffer=NULL;


	m_pPlayerBuffer=NULL;
	m_pTankAppBuffer=NULL;
	m_pTankStateBuffer=NULL;
	m_pEnemyBuffer=NULL;
	m_pLevelBuffer=NULL;

	m_bSinglePlayer=FALSE;
	m_nEnemyCount=0;
	m_nLeftEnemy=0;	
	m_nGameLevel=0;

	m_nLeftPlayer=3;
	m_nRightPlayer=3;
	m_nLeftKills=0;
	m_nRightKills=0;
	m_nLeftScore=0;
	m_nRightScore=0;

	m_tankleft=m_tankright=NULL;

	m_bLeftBring=false;			//左边正在产生坦克
	m_bRightBring=false;
	m_hWnd=NULL;
	m_rcWnd.left=0;
	m_rcWnd.right=SCREEN_WIDTH;
	m_rcWnd.top=0;
	m_rcWnd.bottom=SCREEN_HEIGHT;
	m_nGameState=GAMEBEGIN;
	m_rcGeneral.SetRect(18 *TANKMAPCELL,37*TANKMAPCELL,22*TANKMAPCELL,40*TANKMAPCELL);

}

CGame::~CGame()
{
	m_TankMap.DestroyBmp();
	DestroyObject();
	DDDestroy();
}

BOOL CGame::DDinit(HWND hWnd)
{
	HRESULT hr;
	m_hWnd=hWnd;
	//create DirectDraw
	hr = DirectDrawCreate( NULL, &m_pDD, NULL );
	if( FAILED(hr) )
	{
//		AfxMessageBox( "Error Create DirectDraw\n" );
		return FALSE;
	}

	m_pDD->SetCooperativeLevel( m_hWnd, DDSCL_NORMAL );
	//create FrontBuffer
	DDSURFACEDESC	ddsd;
	ZeroMemory( &ddsd, sizeof(ddsd) );
	ddsd.dwSize = sizeof(ddsd);
	ddsd.dwFlags = DDSD_CAPS;
	ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
	hr = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL );
	if( FAILED(hr) )
	{
//		AfxMessageBox( "Error Create Front Buffer\n" );
		return FALSE;
	}
	//create BackBuffer
	m_pddsBackBuffer = DDCreateSurface( SCREEN_WIDTH, SCREEN_HEIGHT );
	if(!m_pddsBackBuffer)
	{
//		AfxMessageBox( "Error Create Back Buffer\n" );
		return FALSE;
	}
	//create Clipper
	if(FAILED(hr = m_pDD->CreateClipper(0, &pcClipper, NULL)))
	{
//		AfxMessageBox("Failed to create clipper.");
		return FALSE;		
	}

    if(FAILED(hr = pcClipper->SetHWnd(0, hWnd)))
    {
        pcClipper->Release();
//		AfxMessageBox("Failed to create primary surface.");
		return FALSE;		
    }

    if(FAILED(hr = m_pddsFrontBuffer->SetClipper(pcClipper)))
    {
        pcClipper->Release();
//		AfxMessageBox("Failed to create primary surface.");
		return FALSE;		
    }

	if( !LoadBitmaps() )
		return FALSE;
	return TRUE;
}

LPDIRECTDRAWSURFACE CGame::DDCreateSurface(int width, int height)
{
	DDSURFACEDESC	ddsd;
	ZeroMemory( &ddsd, sizeof(ddsd) );
	ddsd.dwSize = sizeof(ddsd);
	ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
	ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
	ddsd.dwWidth = width;
	ddsd.dwHeight = height;

	LPDIRECTDRAWSURFACE pdds;
	if( FAILED(m_pDD->CreateSurface( &ddsd, &pdds, NULL )) )
		return NULL;
	return pdds;
}

BOOL CGame::LoadBitmaps()
{
	
    m_pBeginBuffer = DDLoadBitmap("pic\\bmp\\Begin.bmp");
	if(!m_pBeginBuffer)
	{
//		AfxMessageBox("载入序幕图源失败");
		return FALSE;}
	//Egg
    m_pEggBuffer = DDLoadBitmap("pic\\bmp\\Egg.bmp");
	if(!m_pEggBuffer)
	{
//		AfxMessageBox("载入彩蛋图源失败");
		return FALSE;}
	DDSetColorKey( m_pEggBuffer, 0);

    m_pExplodeBuffer = DDLoadBitmap("pic\\bmp\\explode.bmp");
	if(!m_pExplodeBuffer)
	{
//		AfxMessageBox("载入爆炸效果图失败");
		return FALSE;}
	DDSetColorKey( m_pExplodeBuffer, RGB(0,0,255) );

    m_pGeneralBuffer = DDLoadBitmap("pic\\bmp\\General.bmp");
	if(!m_pGeneralBuffer)
	{
//		AfxMessageBox("载入大本营图失败");
		return FALSE;}
    DDSetColorKey( m_pGeneralBuffer, 0 );  

	m_pWaitBuffer = DDLoadBitmap("pic\\bmp\\Wait.bmp");
	if(!m_pWaitBuffer)
	{
//		AfxMessageBox("载入等待图失败");
		return FALSE;}
	DDSetColorKey( m_pWaitBuffer, 0 );

	m_pGameOverBuffer = DDLoadBitmap("pic\\bmp\\over.bmp");
	if(!m_pGameOverBuffer)
	{
//		AfxMessageBox("载入结束图失败");
		return FALSE;}
	DDSetColorKey( m_pGameOverBuffer, 0 );  

	m_pBulletBuffer = DDLoadBitmap("pic\\bmp\\Bullet.bmp");
	if(!m_pBulletBuffer)
	{
//		AfxMessageBox("载入子弹图失败");
		return FALSE;}
	DDSetColorKey( m_pBulletBuffer, 0 );
	//Map Bitmap
	LPDIRECTDRAWSURFACE pDDsTemp=NULL;
	pDDsTemp = DDLoadBitmap(IDB_SOIL);
	if(!pDDsTemp)
	{
//		AfxMessageBox("载入泥图源失败");
		return FALSE;}
	m_TankMap.SetSoilBmp(pDDsTemp);

	pDDsTemp = DDLoadBitmap(IDB_STONE);
	if(!pDDsTemp)
	{
//		AfxMessageBox("载入石图源失败");
		return FALSE;}
	m_TankMap.SetStoneBmp(pDDsTemp);

	pDDsTemp = DDLoadBitmap(IDB_STEEL);
	if(!pDDsTemp)
	{
//		AfxMessageBox("载入钢图源失败");
		return FALSE;}
	m_TankMap.SetSteelBmp(pDDsTemp);

	pDDsTemp = DDLoadBitmap(IDB_WATER);
	if(!pDDsTemp)
	{
//		AfxMessageBox("载入水图源失败");
		return FALSE;}
	m_TankMap.SetWaterBmp(pDDsTemp);

	pDDsTemp = DDLoadBitmap(IDB_ICE);
	if(!pDDsTemp)
	{
//		AfxMessageBox("载入冰图源失败");
		return FALSE;}
	DDSetColorKey( pDDsTemp, 0 );
	m_TankMap.SetIceBmp(pDDsTemp);

	pDDsTemp = DDLoadBitmap(IDB_TREE);
	if(!pDDsTemp)
	{
//		AfxMessageBox("载入树图源失败");
		return FALSE;}
	DDSetColorKey( pDDsTemp, 0 );
	m_TankMap.SetTreeBmp(pDDsTemp);
	//Tank Bitmap
	m_pPlayerBuffer = DDLoadBitmap("pic\\bmp\\TankPlayer.bmp");
	if(!m_pPlayerBuffer)
	{
//		AfxMessageBox("载入坦克图源失败");
		return FALSE;}
	DDSetColorKey( m_pPlayerBuffer, RGB(20,20,140) );

	m_pTankAppBuffer = DDLoadBitmap("pic\\bmp\\TankApp.bmp");
	if(!m_pTankAppBuffer)
	{
//		AfxMessageBox("载入坦克出现图源失败");
		return FALSE;}
	DDSetColorKey( m_pTankAppBuffer, 0 );

	m_pTankStateBuffer = DDLoadBitmap("pic\\bmp\\Tankstate.bmp");
	if(!m_pTankStateBuffer)
	{
//		AfxMessageBox("载入坦克状态图源失败");
		return FALSE;}

	m_pEnemyBuffer = DDLoadBitmap("pic\\bmp\\TankEnemy.bmp");
	if(!m_pEnemyBuffer)
	{
//		AfxMessageBox("载入敌方坦克图源失败");
		return FALSE;}
	DDSetColorKey( m_pEnemyBuffer, RGB(20,20,140) );
	return TRUE;
}

LPDIRECTDRAWSURFACE CGame::DDLoadBitmap(LPCSTR szBitmap, int dx, int dy)
{
    HBITMAP                 hbm;
    BITMAP                  bm;
    DDSURFACEDESC			ddsd;
    LPDIRECTDRAWSURFACE		pdds;

    //
    //  Try to load the bitmap as a resource, if that fails, try it as a file
    //
    hbm = (HBITMAP) LoadImage(GetModuleHandle(NULL), szBitmap, IMAGE_BITMAP, dx,
                              dy, LR_CREATEDIBSECTION);
    if (hbm == NULL)
        hbm = (HBITMAP) LoadImage(NULL, szBitmap, IMAGE_BITMAP, dx, dy,
                                  LR_LOADFROMFILE | LR_CREATEDIBSECTION);
    if (hbm == NULL)
        return NULL;
    //
    // Get size of the bitmap
    //
    GetObject(hbm, sizeof(bm), &bm);
    //
    // Create a DirectDrawSurface for this bitmap
    //
    ZeroMemory(&ddsd, sizeof(ddsd));
    ddsd.dwSize = sizeof(ddsd);
    ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH;
    ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN ;
    ddsd.dwWidth = bm.bmWidth;
    ddsd.dwHeight = bm.bmHeight;
    if (m_pDD->CreateSurface(&ddsd, &pdds, NULL) != DD_OK)
	{
		DeleteObject(hbm);
        return NULL;
	}
    DDCopyBitmap(pdds, hbm, 0, 0, 0, 0);
    DeleteObject(hbm);
    return pdds;
}

LPDIRECTDRAWSURFACE CGame::DDLoadBitmap(int id, int dx, int dy)
{
	HBITMAP                 hbm;
    BITMAP                  bm;
    DDSURFACEDESC			ddsd;
    LPDIRECTDRAWSURFACE		pdds;
    //
    //  Try to load the bitmap as a resource, if that fails, try it as a file
    //
	CBitmap bmp;
	if(bmp.LoadBitmap(id)==FALSE)
		return NULL;
	hbm=HBITMAP(bmp.GetSafeHandle());

    if (hbm == NULL)
        return NULL;
    //
    // Get size of the bitmap
    //
    GetObject(hbm, sizeof(bm), &bm);
    //
    // Create a DirectDrawSurface for this bitmap
    //
    ZeroMemory(&ddsd, sizeof(ddsd));
    ddsd.dwSize = sizeof(ddsd);
    ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH;
    ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
    ddsd.dwWidth = bm.bmWidth;
    ddsd.dwHeight = bm.bmHeight;
    if (m_pDD->CreateSurface(&ddsd, &pdds, NULL) != DD_OK)
        return NULL;
    DDCopyBitmap(pdds, hbm, 0, 0, 0, 0);
    DeleteObject(hbm);///???
    return pdds;
}

HRESULT CGame::DDCopyBitmap(LPDIRECTDRAWSURFACE pdds, HBITMAP hbm, int x, int y, int dx, int dy)
{
	    HDC                     hdcImage;
    HDC                     hdc;
    BITMAP                  bm;
    DDSURFACEDESC			ddsd;
    HRESULT                 hr;

    if (hbm == NULL || pdds == NULL)
        return E_FAIL;
    //
    // Make sure this surface is restored.
    //
    pdds->Restore();
    //
    // Select bitmap into a memoryDC so we can use it.
    //
    hdcImage = CreateCompatibleDC(NULL);
    if (!hdcImage)
        TRACE("createcompatible dc failed\n");
    SelectObject(hdcImage, hbm);
    //
    // Get size of the bitmap
    //
    GetObject(hbm, sizeof(bm), &bm);
    dx = dx == 0 ? bm.bmWidth : dx;     // Use the passed size, unless zero
    dy = dy == 0 ? bm.bmHeight : dy;
    //
    // Get size of surface.
    //
    ddsd.dwSize = sizeof(ddsd);
    ddsd.dwFlags = DDSD_HEIGHT | DDSD_WIDTH;
    pdds->GetSurfaceDesc(&ddsd);

    if ((hr = pdds->GetDC(&hdc)) == DD_OK)
    {
        StretchBlt(hdc, 0, 0, ddsd.dwWidth, ddsd.dwHeight, hdcImage, x, y,
                   dx, dy, SRCCOPY);
        pdds->ReleaseDC(hdc);
    }
    DeleteDC(hdcImage);
    return hr;

}

void CGame::DDDestroy()
{
	if(m_pDD)
	{
		if(m_pddsFrontBuffer)
		{
			m_pddsFrontBuffer->Release();
			m_pddsFrontBuffer=NULL;
			if(m_pddsBackBuffer)
			{
				m_pddsBackBuffer->Release();
				m_pddsBackBuffer=NULL;
			}
			if(pcClipper)
			{
				pcClipper->Release();
				pcClipper=NULL;
			}
			if(m_pBackGroundBuffer)
			{
				m_pBackGroundBuffer->Release();
				m_pBackGroundBuffer=NULL;
			}
			if(m_pMenuBuffer)
			{
				m_pMenuBuffer->Release();
				m_pMenuBuffer=NULL;
			}
			if(m_pBulletBuffer)
			{
				m_pBulletBuffer->Release();
				m_pBulletBuffer=NULL;
			}
			if(m_pExplodeBuffer)
			{
				m_pExplodeBuffer->Release();
				m_pExplodeBuffer=NULL;
			}
			if(m_pGeneralBuffer)
			{
				m_pGeneralBuffer->Release();
				m_pGeneralBuffer=NULL;

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