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📄 gamedlg.cpp

📁 一个俄罗斯方块程序 功能齐全
💻 CPP
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// gameDlg.cpp : implementation file
//

#include "stdafx.h"
#include "game.h"
#include "gameDlg.h"

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


#include "Gameover.h"

#define M 13    //水平格数
#define N 22    //垂直格数
#define V 34    //

int G[M][N];
int Run_Time = 500;

////////////////////////////

////////////////////////////
int movie=1;
////////////////////////////

#define Clear_away one(0, object.x, object.y)
int X=47, Y=-5,Z=40, r=25;//x,y为游戏矩形(非边框)左顶点的坐标,r为每个单元格的大小
COLORREF BackColor = RGB(200,230,214);//RGB(170,185,226); //RGB(118,4,118);  //背景色,游戏开始时的默认值。

OBJECT object;
int a0, a1, a2, a3, a4, a5, a6, a7;    //不同形状(组)的每个方格的坐标,没两个一组
int ZZ;                                //在组中的序号

OBJECT object2;                        //预先显示的形状
int b0,b1,b2,b3,b4,b5,b6,b7;           //不同形状(组)的每个方格的坐标,没两个一组
int ZZ2;

OBJECT object3;
int c0,c1,c2,c3,c4,c5,c6,c7;            //不同形状(组)的每个方格的坐标,没两个一组
int ZZ3;

int Running=0;
int HScore, Score=0;
int level=1,llevel=1;

int X1=250, X2=300;
int OK_X=960, OK_Y=20, sizeZ=40;

int  J_x= 425, J_y = 265; 
int m_a = 435, m_b = 95;
int Back;
//////////////
int start=0;
//int go=1;
//int repair=2;
int repaircount=0;//需要补框的次数,并不是每次都需要补框
//////////////
CPoint pointo, poinfrom; 	  

CPoint p1,pp;
CRect rect;  
CRect desktopRect;
int Read=1;
int m_W, m_H;
int LW, LH;

CPoint ooo;
CRect rect0;//桌面大小
CRect rectO;//窗口大小
CPoint rectp;//鼠标位置
CPoint recto;//窗口位置

CRect So, Si, Sj; 
float R = 0.15; 
int T = 30, Set=0;

/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About

class CAboutDlg : public CDialog
{
public:
	CAboutDlg();
	// Dialog Data
	//{{AFX_DATA(CAboutDlg)
	enum { IDD = IDD_ABOUTBOX };
	//}}AFX_DATA
	
	// ClassWizard generated virtual function overrides
	//{{AFX_VIRTUAL(CAboutDlg)
protected:
	virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV support
	//}}AFX_VIRTUAL
	
	// Implementation
protected:
	//{{AFX_MSG(CAboutDlg)
	//}}AFX_MSG
	DECLARE_MESSAGE_MAP()
};

CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
	//{{AFX_DATA_INIT(CAboutDlg)
	//}}AFX_DATA_INIT
}

void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CAboutDlg)
	//}}AFX_DATA_MAP
}

BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CGameDlg dialog

CGameDlg::CGameDlg(CWnd* pParent /*=NULL*/)
: CDialog(CGameDlg::IDD, pParent)
{
	//{{AFX_DATA_INIT(CGameDlg)

	// NOTE: the ClassWizard will add member initialization here
	//}}AFX_DATA_INIT
	// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
	m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}

void CGameDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CGameDlg)
	DDX_Control(pDX, IDC_PAUSE, m_Pause);
	DDX_Control(pDX, IDC_COMBO1, m_str);
	DDX_Control(pDX, IDC_OUT, m_Out);
	//}}AFX_DATA_MAP
}

BEGIN_MESSAGE_MAP(CGameDlg, CDialog)
//{{AFX_MSG_MAP(CGameDlg)
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_BN_CLICKED(IDC_BACKCOLOR, OnBackcolor)
ON_BN_CLICKED(IDC_BUTTON1, OnButton1)
ON_BN_CLICKED(IDC_DOWN, OnDown)
ON_BN_CLICKED(IDC_LEFT, OnLeft)
ON_BN_CLICKED(IDC_RIGHT, OnRight)
ON_BN_CLICKED(IDC_UP, OnUp)
ON_WM_TIMER()
ON_WM_DESTROY()
ON_BN_CLICKED(IDC_BUTTON2, OnButton2)
ON_BN_CLICKED(IDC_BUTTON3, OnButton3)
ON_BN_CLICKED(IDC_BUTTON4, OnButton4)
ON_BN_CLICKED(IDC_BUTTON5, OnButton5)
ON_BN_CLICKED(IDC_MYSELF, OnMyself)
	ON_BN_CLICKED(IDC_PAUSE, OnPause)
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CGameDlg message handlers

BOOL CGameDlg::OnInitDialog()
{
	CDialog::OnInitDialog();
	
	// Add "About..." menu item to system menu.
	
	// IDM_ABOUTBOX must be in the system command range.
	ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
	ASSERT(IDM_ABOUTBOX < 0xF000);
	
	CMenu* pSysMenu = GetSystemMenu(FALSE);
	if (pSysMenu != NULL)
	{
		CString strAboutMenu;
		strAboutMenu.LoadString(IDS_ABOUTBOX);
		if (!strAboutMenu.IsEmpty())
		{
			pSysMenu->AppendMenu(MF_SEPARATOR);
			pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
		}
	}
	
	// Set the icon for this dialog.  The framework does this automatically
	//  when the application's main window is not a dialog
	SetIcon(m_hIcon, TRUE);			// Set big icon
	SetIcon(m_hIcon, FALSE);		// Set small icon

//	m_str.AddString("1 低级");	  //添加选项,也可在下拉列表框的数据选项下之接添加,
//	m_str.AddString("2 中级");    //添加数字,会避免他自动排序而打乱原来顺序
//	m_str.AddString("3 高级");
	m_str.SetCurSel(0);
	
	ooo.x = ooo.y = 0;
	recto = rectp = ooo;//桌面大小
	
	ClientToScreen(&recto);		
	GetCursorPos(&rectp);
	
	GetClientRect(&rect);
	m_W = rect.Width();
	m_H = rect.Height()+30;
	GetDesktopWindow()->GetWindowRect(desktopRect);
	LW = desktopRect.Width();
	LH = desktopRect.Height();
	
	So.bottom = int(LH-R*LH);
	So.top = int(R*LH);
	So.right = int(LW-R*LW); 
	So.left = int(R*LW);
	
	SetTimer(10,1,NULL);
	SetTimer(9,1,NULL);

	// TODO: Add extra initialization here
	
	return TRUE;  // return TRUE  unless you set the focus to a control
}

void CGameDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
	if ((nID & 0xFFF0) == IDM_ABOUTBOX)
	{
		CAboutDlg dlgAbout;
		dlgAbout.DoModal();
	}
	else
	{
		CDialog::OnSysCommand(nID, lParam);
	}
}

// If you add a minimize button to your dialog, you will need the code below
//  to draw the icon.  For MFC applications using the document/view model,
//  this is automatically done for you by the framework.

void CGameDlg::OnPaint() 
{
	if (IsIconic())
	{
		CPaintDC dc(this); // device context for painting
		
		SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
		
		// Center icon in client rectangle
		int cxIcon = GetSystemMetrics(SM_CXICON);
		int cyIcon = GetSystemMetrics(SM_CYICON);
		CRect rect;
		GetClientRect(&rect);
		int x = (rect.Width() - cxIcon + 1) / 2;
		int y = (rect.Height() - cyIcon + 1) / 2;
		
		// Draw the icon
		dc.DrawIcon(x, y, m_hIcon);
	}
	else
	{
		CDialog::OnPaint();
	}
}

// The system calls this to obtain the cursor to display while the user drags
//  the minimized window.
HCURSOR CGameDlg::OnQueryDragIcon()
{
	return (HCURSOR) m_hIcon;
}



//=========================================================================================


//=======================================================================================

void CGameDlg::one(OBJECT object)		//以组形式画出                      //暂没找到哪调用过他
{	
	Clear_away;
	one(object.Type, object.x, object.y+1);            //调用one(int Type,int i,int j)     画单元格
}

void CGameDlg::one(OBJECT object,int a,int b)
{	
	one(object.Type, object.x+b, object.y+a);        //调用one(int Type,int i,int j) //下落的位置;
}

void CGameDlg::Clear(int a,int b)
{	
	one(0,object.x+a, object.y+b);                  //调用one(int Type,int i,int j) ,画单元格,Type为0,故为背景;
}

int CGameDlg::check1()				//走动条件
{
	if(object.x+a2>M-1||object.x+a4>M-1||object.x+a6>M-1
		||object.x+a2<0||object.x+a4<0||object.x+a6<0)
		return 1;
	else if( G[object.x+a0][object.y+a1]||G[object.x+a2][object.y+a3]
		||G[object.x+a4][object.y+a5]||G[object.x+a6][object.y+a7]) 
		return 1;
	else return 0;
}

int CGameDlg::check2()				//走动条件
{
	if(object.y+a3>N-1||object.y+a5>N-1||object.y+a7>N-1
		||object.y+a3<0||object.y+a5<0||object.y+a7<0)
		return 1;
	else if( G[object.x+a0][object.y+a1]||G[object.x+a2][object.y+a3]
		||G[object.x+a4][object.y+a5]||G[object.x+a6][object.y+a7]) 
		return 1;
	else return 0;
}

int CGameDlg::check3()				//走动条件
{
	if(object.y>N-1||object.y+a3>N-1||object.y+a5>N-1||object.y+a7>N-1)
		return 1;
	else if(G[object.x+a0][object.y+a1]||G[object.x+a2][object.y+a3]
		||G[object.x+a4][object.y+a5]||G[object.x+a6][object.y+a7] )		
		return 1;	
	else return 0;
}

void CGameDlg::cout(int a1,int x,int y)
{	
	char ch[10];
	CDC *pDC=GetDC();  
	ASSERT(pDC!=NULL);
	
	if(a1==-1) 
		pDC->TextOut(x,y,"-1");
	else if(a1==0) 
		pDC->TextOut(x,y,"0");
	else 
	{
		gcvt(a1,10,ch);
		pDC->TextOut(x,y,ch);
	}
	ReleaseDC(pDC);
}
/////////////////////////////////////////////////////////////////////////////
// CMyView message handlers

void CGameDlg::OnDraw(CDC* pDC)			//开始进入
{
	// TODO: add draw code for native data here

	Shape(); 
	int i,j;
	for(i=0;i<M;i++)              //初始化全 为0
		for(j=0;j<N;j++)
			G[i][j]=0;   
		Running=1;
		Score=0;
	object.Type=3;                //起始设定第一块方块的颜色类型为type3
	object.x=M/2;
	object.y=0;
	object.group=3; 
	ZZ=1;
	
	PreView();
	Show(object);
	ChangeShape(object);
	ObjectGroup(object);
	
	switch(m_str.GetCurSel())
	{
	case 0: Run_Time=700;break;
	case 1: Run_Time=400;break;
	case 2: Run_Time=100;break;
	}
	SetTimer(11, Run_Time, NULL);
	pointo.x = pointo.y = 0;
	ClientToScreen(&pointo);
	poinfrom = pointo;
}

void CGameDlg::Shape()					//外部框架
{	
	int line=18;  //外边框距游戏边框的距离
	int rr=7;     //实现边框中线宽度(向里扩展)
	CDC *pDC=GetDC();//获取一个客户区的设备描述表
	ASSERT(pDC!=NULL);	
	
	CPen pen;
	pen.CreatePen (PS_SOLID,1,RGB(43,45,57));//创建画笔,设定边框的边线  线形(SOLID实线 DASH虚线 DOT点线 DASHDOT虚点线 DASHDOTDOI双点虚线(除了SOLID,其余线宽必须为1)) 宽度1 颜色	可省略,默认颜色RGB(0,0,0)

	CBrush brush1,brush2;
	CBrush brush3_up,brush3_left,brush3_right,brush3_down;
	brush1.CreateSolidBrush(RGB(53,73,162));//边框颜色
	//////////////////////////////
	brush3_down.CreateSolidBrush(RGB(200,190,200));//边框中线颜色
	brush3_up.CreateSolidBrush(RGB(20,20,20));
	brush3_left.CreateSolidBrush(RGB(100,100,100));
	brush3_right.CreateSolidBrush(RGB(150,170,220));
	///////////////////////////////////////
	brush2.CreateSolidBrush(BackColor);   //背景色

/////连画三个矩形,大小依次减小,形成边框///////////////////////////////////////
	pDC->SelectObject (pen);     //话边线
	pDC->SelectObject (brush1);
	pDC->Rectangle(X-line,Z-line,X+M*r+line,Y+N*r+line);//矩形的左顶点坐标,和右底点坐标
	int b=line*2/3,c=b-rr;
///////////////////////////////////////////	中框

//	pDC->SelectObject (brush3);
//	pDC->Rectangle(X-b,Y-b,X+M*r+b,Y+N*r+b);
	pDC->SelectObject (brush3_up);
	POINT pt_up[4]={{X-b,Z-b},{X-b+10,Z-b+10},{X+M*r+b-10,Z-b+10},{X+M*r+b,Z-b}};
	pDC->Polygon(pt_up,4);

	pDC->SelectObject (brush3_left);
	POINT pt_left[4]={{X-b,Z-b},{X-b+10,Z-b+10},{X-b+10,Y+N*r+b-10},{X-b,Y+N*r+b}};
	pDC->Polygon(pt_left,4);

	pDC->SelectObject (brush3_right);
	POINT pt_right[4]={{X+M*r+b-10,Z-b+10},{X+M*r+b,Z-b},{X+M*r+b,Y+N*r+b},{X+M*r+b-10,Y+N*r+b-10}};
	pDC->Polygon(pt_right,4);

	pDC->SelectObject (brush3_down);
	POINT pt_down[4]={{X-b+10,Y+N*r+b-10},{X-b,Y+N*r+b},{X+M*r+b,Y+N*r+b},{X+M*r+b-10,Y+N*r+b-10}};
	pDC->Polygon(pt_down,4);




///////////////////////////////////////////
	pDC->SelectObject (brush1);
	pDC->Rectangle(X-c,Z-c,X+M*r+c,Y+N*r+c);
	
	pDC->SelectObject (brush2);
	pDC->Rectangle(X-2,Z-2,X+M*r+2,Y+N*r+2);

/////画完后的处理语句///////////////////////////////////////////////////////////
	DeleteObject(pen);
	DeleteObject(brush1);
	DeleteObject(brush2);
	DeleteObject(brush3_right);
	DeleteObject(brush3_left);
	DeleteObject(brush3_up);
	DeleteObject(brush3_down);
	
	ReleaseDC(pDC);
}

void CGameDlg::one(int Type, int i, int j)  //某元格颜色 位置
{	
	if(Running==0)
	{
		OnDestroy();
		return;
	}
	CDC *pDC=GetDC();  
	ASSERT(pDC!=NULL);	
	
	COLORREF color,L_color=RGB(0,0,0);
	COLORREF color2=RGB(90,90,90),color3=RGB(40,40,40),color4=RGB(230,230,230);  //color2=RGB(131,129,222)
	switch(Type)
	{	
	case 0: color=L_color=color2=color3=color4=BackColor;break;   // 如果是0,既不是下落的方块,就是背景色,
	case 1: color=RGB(131,129,222); break;
	case 2: color=RGB(250,90,130);  break;
	case 3: color=RGB(50,100,220);   break;
	case 4: color=RGB(40,120,50);   break;
	case 5: color=RGB(0,250,0);     break;
	case 6: color=RGB(131,19,222);  break;
	case 7: color=RGB(120,190,30);  break;
	case 8: color=RGB(140,20,150);  break;
	case 9: color=RGB(40,120,150);  break;
	case 10: color=RGB(23,62,180);  break;
	case 11: color=RGB(131,129,22); break;
	case 12: color=RGB(20,190,130); break;
	case 13: color=RGB(40,234,220); break;
	case 14: color=RGB(140,70,150); break;
	case 15: color=RGB(30,150,40);  break;
	case 16: color=RGB(78,203,30);	break;
	case 17: color=RGB(120,100,30); break;
	case 18: color=RGB(240,70,20);  break;
	case 19: color=RGB(40,180,90);  break;
	case 20: color=RGB(123,62,180); break;
	case 21: color=RGB(120,0,20);	break;
	case 22: color=RGB(0,0,250);	break;
	case 23: color=RGB(0,250,0);	break;
	case 24: color=RGB(0,250,250);	break;
	case 25: color=RGB(250,0,0);	break;
	case 26: color=RGB(250,0,250);  break;
	case 27: color=RGB(250,250,0);	break;
	case 28: color=RGB(250,250,250);break;

//////////////以下会产生一个组多种颜色的下落形状,由于个人爱好,屏蔽;
//	case 29: color=RGB(rand()%255,rand()%255,rand()%255);    break;   
//	case 30: color=RGB(rand()%255,rand()%255,rand()%255);    break;
//	case 31: color=RGB(rand()%255,rand()%255,rand()%255);    break;
//	case 32: color=RGB(rand()%255,rand()%255,rand()%255);    break;
//	case 33: color=RGB(rand()%255,rand()%255,rand()%255);    break;
//	case 34: color=RGB(rand()%255,rand()%255,rand()%255);    break;
	}
	CPen pen;
	CBrush brush,brush2,brush3,brush4;
	pen.CreatePen(PS_SOLID,1,L_color);	
	brush.CreateSolidBrush (color);
	brush2.CreateSolidBrush (color2);
    brush3.CreateSolidBrush (color3);

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