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📄 mqggameview.cpp

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💻 CPP
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// mqgGAMEView.cpp : implementation of the CMqgGAMEView class
//

#include "stdafx.h"
#include "mqgGAME.h"

#include "mqgGAMEDoc.h"
#include "mqgGAMEView.h"

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

/////////////////////////////////////////////////////////////////////////////
// CMqgGAMEView

IMPLEMENT_DYNCREATE(CMqgGAMEView, CView)

BEGIN_MESSAGE_MAP(CMqgGAMEView, CView)
	//{{AFX_MSG_MAP(CMqgGAMEView)
	ON_WM_TIMER()
	ON_COMMAND(ID_PLAY, OnPlay)
	ON_COMMAND(ID_NOPLAY, OnNoplay)
	ON_WM_MOUSEMOVE()
	ON_WM_KEYDOWN()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMqgGAMEView construction/destruction

CMqgGAMEView::CMqgGAMEView()
{
	// TODO: add construction code here
	pGAME=new GAME;
	pGAME->IniGame();
}

CMqgGAMEView::~CMqgGAMEView()
{
}

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

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CMqgGAMEView drawing

void CMqgGAMEView::OnDraw(CDC* pDC)
{
	CMqgGAMEDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
	CClientDC ClientDC( this );
	pGAME->Draw(pDC);
}

/////////////////////////////////////////////////////////////////////////////
// CMqgGAMEView diagnostics

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

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

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

/////////////////////////////////////////////////////////////////////////////
// CMqgGAMEView message handlers

void CMqgGAMEView::OnTimer(UINT nIDEvent) 
{
	// TODO: Add your message handler code here and/or call default
/*	CBrush Brush( RGB( ( rand() & 0xff ),( rand() & 0xff ), ( rand() & 0xff ) ) );
	CPen Pen( PS_SOLID, 1, RGB( ( rand() & 0xff ),( rand() & 0xff ), ( rand() & 0xff ) ) );

	CClientDC ClientDC( this );
	CBrush *pOldBrush =(CBrush *) ClientDC.SelectObject( &Brush );
	CPen *pOldPen = (CPen *) ClientDC.SelectObject( &Pen );*/

	if(pGAME->pBall->zt==1)
		pGAME->Run();
	else
		this->OnNoplay();
	this->Invalidate();

/*	ClientDC.SelectObject( pOldPen );
	ClientDC.SelectObject( pOldBrush );*/

	CView::OnTimer(nIDEvent);
}

void CMqgGAMEView::OnPlay() 
{
	// TODO: Add your command handler code here
	if(pGAME->BallNum>0)
	{
		pGAME->pBall->zt=1;
		this->SetTimer(1,10,NULL);
	}
}

void CMqgGAMEView::OnNoplay() 
{
	// TODO: Add your command handler code here
	this->KillTimer(1);
}

void CMqgGAMEView::OnMouseMove(UINT nFlags, CPoint point) 
{
	// TODO: Add your message handler code here and/or call default
	
	CView::OnMouseMove(nFlags, point);
}

void CMqgGAMEView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) 
{
	// TODO: Add your message handler code here and/or call default
	if(nChar==VK_LEFT)
	{
		pGAME->pBan->Move(-1);
		this->Invalidate();
	}
	if(nChar==VK_RIGHT)
	{
		pGAME->pBan->Move(1);
		this->Invalidate();
	}
	if(nChar==VK_SPACE)
	{
		this->OnPlay();
	}

	CView::OnKeyDown(nChar, nRepCnt, nFlags);
}

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