📄 canvasframe.cpp
字号:
// canvasFrame.cpp : implementation file
//
#include "stdafx.h"
#include "canvasr.h"
#include "canvasFrame.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
struct fireball
{
int x; //火球所在的 X 坐标
int y; //火球所在的 Y 坐标
int vx; //火球 X 方向的速度
int vy; //火球 Y 方向的速度
int lasted; //火球的存在时间
BOOL exist; //是否存在
};
/////////////////////////////////////////////////////////////////////////////
// canvasFrame
IMPLEMENT_DYNCREATE(canvasFrame, CFrameWnd)
int i,count;
int x,y;
fireball fireball[50];
canvasFrame::canvasFrame()
{
Create(NULL,"绘图窗口");
CClientDC dc(this);
int width = dc.GetDeviceCaps(HORZRES);
int height = dc.GetDeviceCaps(VERTRES);
GetWindowRect( &rect );
width = ( width - ( rect.right - rect.left ))/2 ;
height = (height - (rect.bottom - rect.top ))/2 ;
MoveWindow( width , height , (rect.right - rect.left ) , (rect.bottom - rect.top ) ,true);
GetClientRect(&rect);
mdc = new CDC;
mdc1 = new CDC;
mdc->CreateCompatibleDC(&dc); //将mdc转换成与dc相容的DC
mdc1->CreateCompatibleDC(&dc);
bgbmp = new CBitmap;
fire = new CBitmap;
mask = new CBitmap;
temp = new CBitmap;
bgbmp->m_hObject = (HBITMAP)::LoadImage(NULL,"bground.bmp",IMAGE_BITMAP,rect.right,rect.bottom,LR_LOADFROMFILE); //载入图文件
fire->m_hObject = (HBITMAP)::LoadImage(NULL,"snow.bmp",IMAGE_BITMAP,10,10,LR_LOADFROMFILE); //载入图文件
mask->m_hObject = (HBITMAP)::LoadImage(NULL,"mask.bmp",IMAGE_BITMAP,10,10,LR_LOADFROMFILE); //载入图文件
temp->CreateCompatibleBitmap(&dc,rect.right,rect.bottom);
mdc->SelectObject(temp);
}
canvasFrame::~canvasFrame()
{
delete bgbmp;
delete fire;
delete mask;
delete temp;
delete mdc;
delete mdc1;
}
BEGIN_MESSAGE_MAP(canvasFrame, CFrameWnd)
//{{AFX_MSG_MAP(canvasFrame)
ON_WM_TIMER()
ON_WM_CREATE()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// canvasFrame message handlers
void canvasFrame::OnTimer(UINT nIDEvent)
{
if(count == 0) //新增爆炸点
{
x=rand()%rect.right;
y=rand()%rect.bottom;
for(i=0;i<50;i++) //产生火球粒子
{
fireball[i].x = x;
fireball[i].y = y;
fireball[i].lasted = 0;
if(i%2==0)
{
fireball[i].vx = -rand()%30;
fireball[i].vy = -rand()%30;
}
if(i%2==1)
{
fireball[i].vx = rand()%30;
fireball[i].vy = rand()%30;
}
if(i%4==2)
{
fireball[i].vx = -rand()%30;
fireball[i].vy = rand()%30;
}
if(i%4==3)
{
fireball[i].vx = rand()%30;
fireball[i].vy = -rand()%30;
}
fireball[i].exist = true;
}
count = 50;
}
CClientDC dc(this);
mdc1->SelectObject(bgbmp);
mdc->BitBlt(0,0,rect.right,rect.bottom,mdc1,0,0,SRCCOPY);
for(i=0;i<50;i++)
{
if(fireball[i].exist)
{
mdc1->SelectObject(mask);
mdc->BitBlt(fireball[i].x,fireball[i].y,10,10,mdc1,0,0,SRCAND);
mdc1->SelectObject(fire);
mdc->BitBlt(fireball[i].x,fireball[i].y,10,10,mdc1,0,0,SRCPAINT);
fireball[i].x+=fireball[i].vx;
fireball[i].y+=fireball[i].vy;
fireball[i].lasted++;
if(fireball[i].x<=-10 || fireball[i].x>rect.right || fireball[i].y<=-10 || fireball[i].y>rect.bottom || fireball[i].lasted>50)
{
fireball[i].exist = false; //删除火球粒子
count--; //递减火球总数
}
}
}
dc.BitBlt(0,0,rect.right,rect.bottom,mdc,0,0,SRCCOPY);
CFrameWnd::OnTimer(nIDEvent);
}
int canvasFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
return -1;
SetTimer(1,0,NULL);
return 0;
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -