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📄 rei_07.pas

📁 Delphi经典游戏程序设计40例.pdf 中国铁道出版社出版 含源码
💻 PAS
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unit Rei_07;

interface

uses
  Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs,
  ExtCtrls, Menus;

type
  //  定义管理角色的记录型态
  TPatDt = record
    Used: Byte;
    Xpos: Integer;
    Ypos: Integer;
    Sban: Byte;
    Smov: Byte;
    Slife: Byte;
    Count: Byte;
  end;

  TRei40_07 = class(TForm)
    Timer1: TTimer;
    MainMenu1: TMainMenu;
    procedure FormCreate(Sender: TObject);
    procedure Timer1Timer(Sender: TObject);
    procedure FormClose(Sender: TObject; var Action: TCloseAction);
  private
    { Private 定义 }
    procedure StChk(var Chpon: TPatDt);
    procedure Stars(var Chpon: TPatDt);
    procedure ChrDi(Sban: Byte; X1, Y1: Integer; Bmap: TBitmap);
    procedure SbanDi(Sary: array of Byte; X1, Y1: Integer; Bmap: TBitmap);
    procedure PatDi(Pnum: Byte; X1, Y1: Integer; Bmap: TBitmap);
    procedure ChrCl(Sban: Byte; X1, Y1: Integer; Bmap: TBitmap);
    procedure SbanCl(Xdot, Ydot: Word; X1, Y1: Integer; Bmap: TBitmap);
  public
    { Public 定义 }
  end;

const
  Yoko = 37;            //显示的横向图案数
  Tate = 27;            //显示的纵向图案数
  DYoko = Yoko * 16;    //显示的横向点数
  DTate = Tate * 16;    //显示的纵向点数
  PtFull = 16;          //全面显示(不要重叠显示)的图案数
  ChMax = 30;           //角色总数

var
  Rei40_07: TRei40_07;
  //  定义载入用、去除模版用、背景用与绘制用的点阵图
  Load_Bmap: TBitmap;
  Xpat_Bmap: TBitmap;
  Back_Bmap: TBitmap;
  Make_Bmap: TBitmap;
  //  定义各种变数(Byte型态、Trect型态)
  PX, PY, n: Byte;
  Rect_L, Rect_B, Rect_M, Rect_D: TRect;
  //  定义角色用与复合图案用的阵列
  ChPon: array[0..(ChMax - 1)] of TPatDt;
  Spr00: array[0..2] of Byte = (1, 1, 0);
  Spr01: array[0..2] of Byte = (1, 1, 19);
  Spr02: array[0..2] of Byte = (1, 1, 23);

implementation

{$R *.DFM}

procedure TRei40_07.FormCreate(Sender: TObject);
var
  //  定义区域变数
  X, Y, Cn: Byte;
begin
  //  设定Form属性
  Rei40_07.Height := 480;
  Rei40_07.Width := 640;
  //  载入图案
  Load_Bmap := TBitmap.Create;
  Load_Bmap.LoadFromFile(GetCurrentDir + '\ExData\Pat_Sample.bmp');
  //  储存去除用点阵图
  Xpat_Bmap := TBitmap.Create;
  Xpat_Bmap.Width := 256;
  Xpat_Bmap.Height := 256;
  //  制作去除用点阵图
  Rect_L := Rect(0, 0, 256, 256);
  Xpat_Bmap.Canvas.CopyMode := cmSrcCopy;
  Xpat_Bmap.Canvas.CopyRect(Rect_L, Load_Bmap.Canvas, Rect_L);
  Xpat_Bmap.Canvas.Brush.Color := clBlack;
  Xpat_Bmap.Canvas.BrushCopy(Rect_L, Load_Bmap, Rect_L, clWhite);
  Xpat_Bmap.Canvas.CopyMode := cmMergePaint;
  Xpat_Bmap.Canvas.CopyRect(Rect_L, Load_Bmap.Canvas, Rect_L);
  //  储存背景用点阵图
  Back_Bmap := TBitmap.Create;
  Back_Bmap.Width := DYoko + 32;
  Back_Bmap.Height := DTate + 32;
  //  将背景绘制至Back_Bmap上
  for Y := 0 to (Tate - 1) do
    for X := 0 to (Yoko - 1) do
      PatDi(2, X * 16 + 16, Y * 16 + 16, Back_Bmap);
  //  储存绘制用点阵图并复制背景(Back_Bmap)
  Make_Bmap := TBitmap.Create;
  Make_Bmap.Width := Back_Bmap.Width;
  Make_Bmap.Height := Back_Bmap.Height;
  Make_Bmap.Canvas.Draw(0, 0, Back_Bmap);
  //  设定角色的初始值
  Randomize;
  for Cn := 0 to (ChMax - 1) do
  begin
    ChPon[Cn].Used := 0;
    ChPon[Cn].Count := Random(15);
  end;
end;

procedure TRei40_07.Timer1Timer(Sender: TObject);
var
  //  定义区域变数
  Cn: Byte;
begin
  //  确认角色的行动
  for Cn := 0 to (ChMax - 1) do
  begin
    ChPon[Cn].Count := ChPon[Cn].Count + 1;
    if ChPon[Cn].Used = 0 then
      StChk(ChPon[Cn])
    else
      Stars(ChPon[Cn]);
  end;
  //  将所有的角色绘制至Make_Bmap
  for Cn := 0 to (ChMax - 1) do
    if ChPon[Cn].Used = 1 then
      ChrDi(ChPon[Cn].Sban, ChPon[Cn].Xpos, ChPon[Cn].Ypos, Make_Bmap);
  //  将绘制用点阵图显示在Form上
  Rei40_07.Canvas.CopyMode := cmSrcCopy;
  Rect_M := Rect(16, 16, DYoko + 16, DTate + 16);
  Rect_D := Rect(0, 0, DYoko, DTate);
  Rei40_07.Canvas.CopyRect(Rect_D, Make_Bmap.Canvas, Rect_M);
  //  以背景去除所有的角色
  for Cn := 0 to (ChMax - 1) do
    if ChPon[Cn].Used = 1 then
      ChrCl(ChPon[Cn].Sban, ChPon[Cn].Xpos, ChPon[Cn].Ypos, Make_Bmap);
end;

procedure TRei40_07.StChk(var Chpon: TPatDt);
begin
  //  管理新出现的星星
  if (ChPon.Count > 20) and (Random(100) < 3) then
  begin
    ChPon.Used := 1;
    ChPon.Xpos := Random(DYoko - 16);
    ChPon.Ypos := Random(DTate - 16);
    ChPon.Sban := 1;
    ChPon.Smov := 0;
    ChPon.Slife := Random(80) + 100;
    ChPon.Count := 0;
  end;
end;

procedure TRei40_07.Stars(var Chpon: TPatDt);
begin
  //  管理出现在画面上的星星的行动
  case ChPon.Smov of
    0: begin
      if ChPon.Count > ChPon.Slife then
      begin
        ChPon.Smov := 1;
        ChPon.Count := 0;
      end;
    end;
    1: begin
      ChPon.Sban := ChPon.Count and 1;
      if ChPon.Count > 16 then
      begin
        ChPon.Smov := 2;
        ChPon.Count := 0;
        ChPon.Sban := 2;
      end;
    end;
    2: begin
      if ChPon.Count > 5 then
      begin
        ChPon.Smov := 3;
        ChPon.Count := 0;
      end;
    end;
    3: begin
      ChPon.Ypos := ChPon.Ypos + 1;
      if ChPon.Count > 7 then
      begin
        ChPon.Smov := 4;
        ChPon.Count := 0;
      end;
    end;
    4: ChPon.Ypos := ChPon.Ypos + ChPon.Count;
  end;
  if ChPon.Ypos > Tate * 16 then
  begin
    ChPon.Used := 0;
    ChPon.Count := 0;
  end;
end;

procedure TRei40_07.ChrDi(Sban: Byte; X1, Y1: Integer; Bmap: TBitmap);
begin
  //  将指定角色绘制至指定的点阵图上(重叠显示适用)
  case Sban of
    0: SbanDi(Spr00, X1 + 16, Y1 + 16, Bmap);
    1: SbanDi(Spr01, X1 + 16, Y1 + 16, Bmap);
    2: SbanDi(Spr02, X1 + 16, Y1 + 16, Bmap);
  end;
end;

procedure TRei40_07.SbanDi(Sary: array of Byte; X1, Y1: Integer;
  Bmap: TBitmap);
var
  X, Y: Byte;
begin
  //  将数组指定的复合图案绘制至指定的点阵图上(重叠显示适用)
  n := 2;
  for Y := 0 to (Sary[1] - 1) do
    for X := 0 to (Sary[0] - 1) do
    begin
      if (X1 + X * 16 >= 0) and (X1 + X * 16 <= DYoko + 16) and
        (Y1 + Y * 16 >= 0) and (Y1 + Y * 16 <= DTate + 16) then
          PatDi(Sary[n], X1 + X * 16, Y1 + Y * 16, Bmap);
      n := n + 1;
    end;
end;

procedure TRei40_07.PatDi(Pnum: Byte; X1, Y1: Integer; Bmap: TBitmap);
begin
  //  将指定图案绘制至指定点阵图的指定位置上(重叠显示适用)
  PX := (Pnum and $F) * 16;
  PY := Pnum and $F0;
  Rect_L := Rect(PX, PY, PX + 16, PY + 16);
  Rect_D := Rect(X1, Y1, X1 + 16, Y1 + 16);
  if Pnum <> 0 then
    if Pnum >= PtFull then
    begin
      Bmap.Canvas.CopyMode := cmSrcPaint;
      Bmap.Canvas.CopyRect(Rect_D, Xpat_Bmap.Canvas, Rect_L);
      Bmap.Canvas.CopyMode := cmSrcAnd;
      Bmap.Canvas.CopyRect(Rect_D, Load_Bmap.Canvas, Rect_L);
    end
    else begin
      Bmap.Canvas.CopyMode := cmSrcCopy;
      Bmap.Canvas.CopyRect(Rect_D, Load_Bmap.Canvas, Rect_L);
    end;
end;

procedure TRei40_07.ChrCl(Sban: Byte; X1, Y1: Integer; Bmap: TBitmap);
begin
  //  以背景去除指定编号的复合图案
  case Sban of
    0: SbanCl(Spr00[0] * 16, Spr00[1] * 16, X1 + 16, Y1 + 16, Bmap);
    1: SbanCl(Spr01[0] * 16, Spr01[1] * 16, X1 + 16, Y1 + 16, Bmap);
    2: SbanCl(Spr02[0] * 16, Spr02[1] * 16, X1 + 16, Y1 + 16, Bmap);
  end;
end;

procedure TRei40_07.SbanCl(Xdot, Ydot: Word; X1, Y1: Integer; Bmap: TBitmap);
begin
  //  将指定大小的背景复制在指定点阵图上
  if X1 < 0 then
  begin
    Xdot := Xdot + X1;
    X1 := 0;
  end;
  if Y1 < 0 then
  begin
    Ydot := Ydot + Y1;
    Y1 := 0;
  end;
  if (X1 < DYoko + 32) and (Y1 < DTate + 32) then
  begin
    if (X1 + Xdot) >= (DYoko + 32) then
      Xdot := DYoko + 32 - X1;
    if (Y1 + Ydot) >= (DTate + 32) then
      Ydot := DTate + 32 - Y1;
    Bmap.Canvas.CopyMode := cmSrcCopy;
    Rect_B := Rect(X1, Y1, X1 + Xdot, Y1 + Ydot);
    Bmap.Canvas.CopyRect(Rect_B, Back_Bmap.Canvas, Rect_B);
  end;
end;

procedure TRei40_07.FormClose(Sender: TObject; var Action: TCloseAction);
begin
  //  将载入用、去除用、背景用与绘制用的点阵图释放掉
  Load_Bmap.Free;
  Xpat_Bmap.Free;
  Back_Bmap.Free;
  Make_Bmap.Free;
end;

end.

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