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📄 canvasframe1.cpp

📁 《Visual C++游戏设计入门》的配套代码
💻 CPP
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// 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

/////////////////////////////////////////////////////////////////////////////
// canvasFrame
int x=680,x1=700,x2=700,x3=590,i;

IMPLEMENT_DYNCREATE(canvasFrame, CFrameWnd)

canvasFrame::canvasFrame()
_7b
	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;
	sun = new CBitmap; //建立CBitmap位图对象
	cloud = new CBitmap;
	tree = new CBitmap;
	man = new CBitmap;
	tempbmp = new CBitmap;
	tempbmp->CreateCompatibleBitmap(&dc,rect.right,rect.bottom);
	mdc->CreateCompatibleDC(&dc);   //建立与 dc 兼容的 DC mdc
	mdc1->CreateCompatibleDC(&dc);  //建立与 dc 兼容的 DC mdc1
	sun->m_hObject = (HBITMAP)::LoadImage(NULL,"sun.bmp",IMAGE_BITMAP,1280,500,LR_LOADFROMFILE); //载入背景图
	cloud->m_hObject = (HBITMAP)::LoadImage(NULL,"cloud.bmp",IMAGE_BITMAP,1280,500,LR_LOADFROMFILE); //载入背景图
	tree->m_hObject = (HBITMAP)::LoadImage(NULL,"tree.bmp",IMAGE_BITMAP,1280,500,LR_LOADFROMFILE); //载入背景图
	man->m_hObject = (HBITMAP)::LoadImage(NULL,"crimer1.bmp",IMAGE_BITMAP,98,308,LR_LOADFROMFILE); //载入背景图
	mdc->SelectObject(tempbmp);  //设定 mdc 中的位图为 tempbmp
}

canvasFrame::~canvasFrame()
{
	delete mdc; 
	delete mdc1;
	delete sun; 
	delete cloud;
	delete tree;
	delete man;
	delete tempbmp;
}


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) 
{
	CFrameWnd::OnTimer(nIDEvent);
	CClientDC dc(this);
	mdc1->SelectObject(sun);  //选择太阳背景图
	mdc->BitBlt(0,0,rect.right,rect.bottom,mdc1,x,0,SRCCOPY);
	//在 mdc 中贴上太阳背景图
	mdc1->SelectObject(cloud); //选择云朵背景图
	if(x1<=0)          //判断是否卷动到图片尾端
	{
		mdc->BitBlt(-x1,20,rect.right+x1,250,mdc1,0,250,SRCAND);
		mdc->BitBlt(-x1,20,rect.right+x1,250,mdc1,0,0,SRCPAINT);
		mdc->BitBlt(0,20,-x1,250,mdc1,1280+x1,250,SRCAND);
		mdc->BitBlt(0,20,-x1,250,mdc1,1280+x1,0,SRCPAINT);
	}
	else
	{
		mdc->BitBlt(0,20,rect.right,250,mdc1,x1,250,SRCAND);
		mdc->BitBlt(0,20,rect.right,250,mdc1,x1,0,SRCPAINT);
	}
	x1-=10;   //改变 x1 的值
	if(x1<=-700)
		x1=-x1;
	mdc1->SelectObject(tree); //选择树林背景图
	if(x2<=0)    //判断是否卷动到图片尾端
	{
		mdc->BitBlt(-x2,100,rect.right+x2,250,mdc1,0,250,SRCAND);
		mdc->BitBlt(-x2,100,rect.right+x2,250,mdc1,0,0,SRCPAINT);
		mdc->BitBlt(0,100,-x2,250,mdc1,1280+x2,250,SRCAND);
		mdc->BitBlt(0,100,-x2,250,mdc1,1280+x2,0,SRCPAINT);
	}
	else
	{
		mdc->BitBlt(0,100,rect.right,250,mdc1,x2,250,SRCAND);
		mdc->BitBlt(0,100,rect.right,250,mdc1,x2,0,SRCPAINT);
	}
	x2-=20;  //改变 x2 的值
	if(x2<=-700)
		x2=-x2;
	mdc1->SelectObject(man); //选择人物图
	if(i%2==1)   //判断要贴上哪一张人物
	{
		mdc->BitBlt(x3,150,49,154,mdc1,49,0,SRCAND);
		mdc->BitBlt(x3,150,49,154,mdc1,0,0,SRCPAINT);
		x3-=35;	//x 坐标减 35
	pd
	else
	{
		mdc->BitBlt(x3,150,49,154,mdc1,49,154,SRCAND);
		mdc->BitBlt(x3,150,49,154,mdc1,0,154,SRCPAINT);
		x3-=20;  //x 坐标减 20
	}
	if(x3 <= -80) //判断是否到达尽头
		KillTimer(nIDEvent);
	x-=5;   //改变 x 的值
	if(x<0)
		x=0;
	i++;
	dc.BitBlt(0,0,rect.right,rect.bottom,mdc,0,0,SRCCOPY);
	//将最后的结果贴到操作窗口中
}

int canvasFrame::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
		return -1;
	SetTimer(1,100,NULL);
	// TODO: Add your specialized creation code here
	return 0;
}

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