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📄 gamemap.cpp

📁 超级玛丽游戏 VC++源代码编写 虽然有点过时但是对于初学者还是有很大帮助的
💻 CPP
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#include "stdafx.h"
#include "gamemap.h"
#include "myclock.h"
#include "tool01.h"
#include "texttool.h"

extern int wwin,hwin;
extern HWND hWndMain;

//基本图像
extern MYANIOBJ bmMap;

//天空背景
extern MYBKSKY bmSky;

//角色
extern MYROLE rmain;

//计时器
extern MYCLOCK c1;

extern MYANIMAGIC bmMagic;

extern struct MAPINFO allmapinfo[];

extern struct ROLE gl_enemy_normal;

//extern FILEREPORT f1;

GAMEMAP::GAMEMAP()
{
	iScreenScale=0;
	Init();
}

GAMEMAP::~GAMEMAP()
{
}

int GAMEMAP::LoadMap()
{
	FILE *fp;
	char temp[50]={0};
	int find=0;
	int i;
	
	
	memset(MapArray,0,sizeof(MapArray));
	iMapObjNum=0;
	
	memset(MapBkArray,0,sizeof(MapBkArray));
	iMapBkObjNum=0;
	
	memset(MapEnemyArray,0,sizeof(MapEnemyArray));
	
	memset(MapCoinArray,0,sizeof(MapCoinArray));
	iCoinNum=0;

	fp=fopen(PATH_MAP,"r");
	if(!fp)
	{
		return 0;
	}

	while(!find && !feof(fp))
	{
		FGetLine(temp,fp);
		if(temp[0]=='*' && temp[1]=='0'+iMatch)
		{
			find=1;
		}
	}
	if(!find)
	{
		return 0;
	}

	//找到了某一关的地图数据
	i=0;
	FGetLineJumpCom(temp,fp);	
	while(temp[0]!='#' && !feof(fp))
	{
		//map data
		sscanf(temp,"%d %d %d %d %d",
			&MapArray[i].x,
			&MapArray[i].y,
			&MapArray[i].w,
			&MapArray[i].h,
			&MapArray[i].id);			
		MapArray[i].show=0;
		iMapObjNum++;
		i++;
		FGetLineJumpCom(temp,fp);	
	}

	i=0;
	FGetLineJumpCom(temp,fp);	
	while(temp[0]!='#' && !feof(fp))
	{
		sscanf(temp,"%d %d %d %d %d",
			&MapBkArray[i].x,
			&MapBkArray[i].y,
			&MapBkArray[i].w,
			&MapBkArray[i].h,
			&MapBkArray[i].id);			
		MapBkArray[i].show=0;
		MapBkArray[i].iframe=0;
		iMapBkObjNum++;

		i++;
		FGetLineJumpCom(temp,fp);	
	}


	i=0;
	FGetLineJumpCom(temp,fp);	
	while(temp[0]!='#' && !feof(fp))
	{
		sscanf(temp,"%d %d %d %d %d %d %d",
			&MapEnemyArray[i].x,
			&MapEnemyArray[i].y,
			&MapEnemyArray[i].w,
			&MapEnemyArray[i].h,
			&MapEnemyArray[i].id,
			&MapEnemyArray[i].xleft,
			&MapEnemyArray[i].xright);
		
		//动画元件,使用绝对坐标
		MapEnemyArray[i].x*=32;
		MapEnemyArray[i].y*=32;
		MapEnemyArray[i].w*=32;
		MapEnemyArray[i].h*=32;
		MapEnemyArray[i].xleft*=32;
		MapEnemyArray[i].xright*=32;
		MapEnemyArray[i].show=1;
		MapEnemyArray[i].movex=-ENEMY_STEP_X;
		MapEnemyArray[i].iframe=0;
		MapEnemyArray[i].iframemax=2;
		
		//设置生命值
		switch(MapEnemyArray[i].id)
		{
		case ID_ANI_BOSS_HOUSE:
			MapEnemyArray[i].health=BOSS_HEALTH;
			break;

		case ID_ANI_BOSS_HOUSE_A:
			MapEnemyArray[i].health=BOSS_A_HEALTH;
			break;

		default:
			MapEnemyArray[i].health=1;
			break;
		}

		//将BOSS存储在数组的后半段
		if ( i<BOSS_CURSOR
			 && (  MapEnemyArray[i].id == ID_ANI_BOSS_HOUSE
			    || MapEnemyArray[i].id == ID_ANI_BOSS_HOUSE_A) )
		{
			//move data to BOSS_CURSOR
			MapEnemyArray[BOSS_CURSOR]=MapEnemyArray[i];
			memset(&MapEnemyArray[i],0,sizeof(MapEnemyArray[i]));			
			i=BOSS_CURSOR;
		}

		i++;
		FGetLineJumpCom(temp,fp);	
	}

	i=0;
	FGetLineJumpCom(temp,fp);	
	while(temp[0]!='#' && !feof(fp))
	{
		sscanf(temp,"%d %d %d %d %d",
			&MapCoinArray[i].x,
			&MapCoinArray[i].y,
			&MapCoinArray[i].w,
			&MapCoinArray[i].h,
			&MapCoinArray[i].id);			
		MapCoinArray[i].show=1;
		MapCoinArray[i].iframe=0;
		//索引坐标转化为绝对坐标
		MapCoinArray[i].x*=32;
		MapCoinArray[i].y*=32;
		//设置这个动画元件的最大帧
		switch(MapCoinArray[i].id)
		{
		case ID_ANI_COIN:
			MapCoinArray[i].iframemax=4;
			break;

		default:
			MapCoinArray[i].iframemax=2;
			break;
		}

		i++;
		iCoinNum++;

		FGetLineJumpCom(temp,fp);	
	}

	fclose(fp);
	return 1;
}

void GAMEMAP::Init()
{	
	iGameState=GAME_PRE;
	iMatch=0;
	iLife=3;
	iMoney=0;
	//攻击种类
	iAttack=ATTACK_NORMAL;

	iMenu=0;
	viewx=0;
	InitMatch();
}

void GAMEMAP::InitMatch()
{
	memset(MapArray,0,sizeof(MapArray));
	memset(MapBkArray,0,sizeof(MapBkArray));
	memset(MapEnemyArray,0,sizeof(MapEnemyArray));
	memset(MapCoinArray,0,sizeof(MapCoinArray));
	
	memset(FireArray,0,sizeof(FireArray));
	memset(BombArray,0,sizeof(BombArray));

	iMapObjNum=0;
	iMapBkObjNum=0;
	iBombNum=0;
	iCoinNum=0;

	//设置视图坐标
	viewy=0;

	ienemyframe=0;

	iFireNum=0;

	iTimeFire=0;
	iBeginFire=0;
	
	ibkobjframe=0;

	//获取地图信息
	mapinfo=allmapinfo[iMatch];

	//初始化攻击对象提示
	memset(AttackName,0,sizeof(AttackName));
	iAttackLife=0;
	iAttackMaxLife=0;

	iMapEnemyCursor=0;
}

//显示地图
void GAMEMAP::Show(MYANIOBJ & bmobj)
{
	int i;
	int xstart,ystart;
	int j,k;
	
	for(i=0;i<iMapObjNum;i++)
	{
		ystart=MapArray[i].y*32;

		switch(MapArray[i].id)
		{
		//进 出的下水道
		case ID_MAP_PUMP_IN:
		case ID_MAP_PUMP_OUT:
			xstart=MapArray[i].x*32;
			bmobj.DrawItemNoMask(xstart, ystart, MapArray[i].id, 0);			
			break;
			
		default:
			for(j=0;j<MapArray[i].h;j++)
			{
				xstart=MapArray[i].x*32;
				for(k=0;k<MapArray[i].w;k++)
				{
					bmobj.DrawItemNoMask(xstart, ystart, MapArray[i].id, 0);			
					xstart+=32;
				}
				ystart+=32;				
			} // end of for
			break;
		}//end of switch
	}
}

void GAMEMAP::ChangeMap()
{
	viewx=0;
	//	
	iMatch=mapinfo.iSubMap;
	InitMatch();						
	rmain.SetPos(BM_USER,mapinfo.xReturnPoint*32,mapinfo.yReturnPoint*32);
	rmain.InitRole(0,GAMEW*32*MAX_PAGE-32);	
	//设定视图位置
	if(rmain.xpos - viewx > 150)
	{
		SetView(mapinfo.xReturnPoint*32-32);//往左让一格
		if(viewx>(mapinfo.viewmax-1)*GAMEW*32)
			viewx=(mapinfo.viewmax-1)*GAMEW*32;
	}
	//设定人物活动范围
	rmain.SetLimit(viewx, GAMEW*32*MAX_PAGE);
	//设定背景图片坐标
	bmSky.SetPos(BM_USER,viewx,0);
	LoadMap();
}
//根据人物与视图的位置关系决定是否移动视图
int GAMEMAP::KeyProc(int iKey)
{
	int i;


	switch(iGameState)
	{
	case GAME_PRE:
		switch(iKey)
		{
		case 0xd:
			//enter
			switch(iMenu)
			{
			case 0:
				c1.ReStart(TIME_GAME_IN_PRE); //停顿两秒
				iGameState=GAME_IN_PRE;
				break;
				
			case 1:
				SetGameState(GAME_HELP);
				break;
			}
			break;
			
		case VK_UP:
			iMenu=(iMenu+1)%2;
			break;

		case VK_DOWN:
			iMenu=(iMenu+1)%2;
			break;
		}

		return 1;//重绘

	case GAME_HELP:
		switch(iKey)
		{
		case 0xd:	//enter
			SetGameState(GAME_PRE);
			break;			
		}
		return 1;

	case GAME_IN:
		//如果人物正在播放动画,拒绝键盘响应
		if(rmain.IsInAni())
		{
			break;
		}

		switch(iKey)
		{
		case VK_RIGHT:	
			if(rmain.movey!=0)
			{
				rmain.jumpx=4;
			}
			rmain.movex=4;
			rmain.idirec=0;
			break;
			
		case VK_LEFT:
			if(rmain.movey!=0)
			{
				rmain.jumpx=-4;
			}
			rmain.movex=-4;
			rmain.idirec=1;//朝左
			break;

		case VK_DOWN:
			for(i=0;i<iMapObjNum;i++)
			{
				//下方线
				if( LINE_IN_LINE(rmain.xpos,
					rmain.ypos+32,
					32,
					MapArray[i].x*32,
					MapArray[i].y*32,
					MapArray[i].w*32)
					)
				{				
					if(MapArray[i].id == ID_MAP_PUMP_IN)
					{
						//进入地图
						rmain.SetAni(ROLE_ANI_DOWN);
						iGameState=GAME_PUMP_IN;
						c1.ReStart(TIME_GAME_PUMP_WAIT);
					}
				}
			}
			break;
			
		case KEY_X: //跳
			if(rmain.movey!=0)
				break;
			rmain.movey=-SPEED_JUMP;
			rmain.jumpx=rmain.movex;//解决x键和方向键的响应问题
			break;
			
		case KEY_Z: //FIRE
			if(iBeginFire)
				break;
			iTimeFire=0;
			iBeginFire=1;		
			break;

		case 0x7a://f11
			iAttack=(iAttack+1)%ATTACK_MAX_TYPE;
			break;

		case 0x7b://f12
			//直接通关
			rmain.xpos = MAX_PAGE*GAMEW*32;
			break;
		}
		break;
	}

	return 0;
}

void GAMEMAP::SetViewState(int i)
{
	iViewState=i;
}
void GAMEMAP::SetGameState(int i)
{
	iGameState=i;
}

void GAMEMAP::SetView(int x)
{
	viewx=x;
}
//移动视图
//视图不能往右移
void GAMEMAP::MoveView()
{
	//只有一屏宽,不移动视图
	if(mapinfo.viewmax == 1)
		return;
	
	if(rmain.xpos - viewx > 150)
	{
		viewx+=ROLE_STEP;	
		if(viewx>(mapinfo.viewmax-1)*GAMEW*32)
			viewx=(mapinfo.viewmax-1)*GAMEW*32;
		
		//设置人物移动的最大范围
		rmain.SetLimit(viewx, GAMEW*32*MAX_PAGE);
	}

	bmSky.SetPos(BM_USER,viewx,0);
}

void GAMEMAP::ShowBkObj(MYANIOBJ & bmobj)
{
	int i;
	int xstart,ystart;

	for(i=0;i<iMapBkObjNum;i++)
	{
		ystart=MapBkArray[i].y*32;
		xstart=MapBkArray[i].x*32;
		bmobj.DrawItem(xstart,ystart,MapBkArray[i].id,ibkobjframe);	
	}
}


void GAMEMAP::ShowInfo(HDC h)
{
	char temp[50]={0};

	SetTextColor(h, TC_WHITE);
	SetBkColor(h, TC_BLACK);

	sprintf(temp, "LIFE  : %d",iLife);
	TextOut(h, 220,100,temp,strlen(temp));

	sprintf(temp, "WORLD : %d",iMatch+1);
	TextOut(h, 220,130,temp,strlen(temp));
}

void GAMEMAP::ShowOther(HDC h)
{
	char temp[50]={0};
	int xstart;

	//show money
	sprintf(temp,"MONEY: %d",iMoney);
	TextOut(h,viewx+20,20,temp,strlen(temp));

	//显示攻击对象生命值
	if(iAttackLife)
	{
		TextOut(h,viewx+ATTACK_TO_TEXT_X,
			ATTACK_TO_TEXT_Y,AttackName,strlen(AttackName));
		
		//画生命条
		xstart=viewx+ATTACK_TO_X-iAttackMaxLife*10;

		bmMap.DrawItemNoMaskWidth(xstart-1, ATTACK_TO_Y-1,ID_MAP_HEALTH_BK,
			iAttackMaxLife*BMP_WIDTH_HEALTH, 0);
	
		bmMap.DrawItemNoMaskWidth(xstart, ATTACK_TO_Y,ID_MAP_HEALTH,
			iAttackLife*BMP_WIDTH_HEALTH, 0);
	}
}

void GAMEMAP::ShowAniObj(MYANIOBJ & bmobj)
{
	int i;
	int xstart,ystart;

	//显示金币,和其他物品
	for(i=0;i<iCoinNum;i++)
	{
		ystart=MapCoinArray[i].y;
		xstart=MapCoinArray[i].x;
		bmobj.DrawItem(xstart,ystart,MapCoinArray[i].id, MapCoinArray[i].iframe);	
	}

	//显示敌人
	for(i=0;i<MAX_MAP_OBJECT;i++)
	{
		if (MapEnemyArray[i].show)
		{
			bmobj.DrawItem(MapEnemyArray[i].x,MapEnemyArray[i].y,
				MapEnemyArray[i].id,MapEnemyArray[i].iframe);	
		}
	}

	//显示子弹,魔法攻击
	for(i=0;i<MAX_MAP_OBJECT;i++)
	{
		if (FireArray[i].show)
		{
			ystart=FireArray[i].y;
			xstart=FireArray[i].x;
			
			switch(FireArray[i].id)
			{
			case ID_ANI_FIRE:
				bmobj.DrawItem(xstart,ystart,FireArray[i].id,FireArray[i].iframe);
				break;

			case ID_ANI_FIRE_MAGIC:
				bmMagic.DrawItem(xstart,ystart, 0, FireArray[i].iframe);
				break;

			default:
				bmobj.DrawItem(xstart,ystart,FireArray[i].id,FireArray[i].iframe);
				break;
			}
		}
	}


	//显示爆炸效果
	for(i=0;i<MAX_MAP_OBJECT;i++)
	{
		if (BombArray[i].show)
		{
			ystart=BombArray[i].y;
			xstart=BombArray[i].x;
			bmobj.DrawItem(xstart,ystart,BombArray[i].id, BombArray[i].iframe);	
		}
	}
}

// 返回0,不能走;1,能走
int GAMEMAP::RoleCanMove(int xoff, int yoff)
{
	int canmove=1;
	int i;
	
	

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