📄 gamegold.cpp
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// gamegold.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "resource.h"
#include "bitmaptool.h"
#include "filereport.h"
#include "gamemap.h"
#include "catch.h"
#include "myclock.h"
#include "mybutton.h"
#include "myequip.h"
#define MAX_LOADSTRING 100
#define GAME_STATE_MAIN 1
#define GAME_STATE_MENU 0
#define GAME_STATE_END 2
#define GAME_STATE_END_NEXT 3
//FILEREPORT f1("main.txt");
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text
MYBITMAP bBegin(GAMEWIDTH,GAMEHEIGHT);
MYBITMAP bMap(GAMEWIDTH,GAMEHEIGHT);
MYBITMAP bEarth(GAMEWIDTH,GAMEHEIGHT);
MYBITMAP bObject(GAMEWIDTH,GAMEHEIGHT);
MYBITMAP bBack(GAMEWIDTH,GAMEHEIGHT);
MYBITMAP bFire(GAMEWIDTH,GAMEHEIGHT);
MYBITMAP bBombAni(GAMEWIDTH,GAMEHEIGHT);
MYEQUIP bEquip;
struct EQUIP
{
int iPrice;
char info[100];
};
struct EQUIP equip[]={
{100,"炮:能炸掉抓到的物品 100元"},
{200,"体力:加快拉动物品的速度 200元"}};
MYBUTTON btNext;
MYBUTTON btBegin;
HDC hdcwindow,hdcscreen,hdcmem;
HBITMAP hback;
HFONT hf[5];
//游戏状态
int iGameState=GAME_STATE_MENU;
GAMEMAP gmap;
GAMECATCH gamecatch;
MYCLOCK myclock;
//
void InitFont()
{
char temp[10]={0};
int i;
for(i=0;i<=sizeof(hf)/sizeof(HFONT);i++)
{
sprintf(temp,"black%d",i);
hf[i]=CreateFont(10*(i+2),0,0,0,FW_HEAVY,0,0,0,GB2312_CHARSET,OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS,DEFAULT_QUALITY,DEFAULT_PITCH|FF_DONTCARE,temp);
}
}
// Foward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// TODO: Place code here.
MSG msg;
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_GAMEGOLD, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_GAMEGOLD);
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage is only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_GAMEGOLD);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
// wcex.lpszMenuName = (LPCSTR)IDC_GAMEGOLD;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
//
// FUNCTION: InitInstance(HANDLE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
int x,y;
hInst = hInstance; // Store instance handle in our global variable
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
//窗口居中
x=GetSystemMetrics(SM_CXSCREEN);
y=GetSystemMetrics(SM_CYSCREEN);
MoveWindow(hWnd,(x-GAMEWIDTH)/2,(y-GAMEHEIGHT)/2,GAMEWIDTH,GAMEHEIGHT,false);
hdcwindow=GetDC(hWnd);
hdcmem=CreateCompatibleDC(hdcwindow);
hdcscreen=CreateCompatibleDC(hdcwindow);
gmap.hdc=hdcscreen;
myclock.SetDC(hdcscreen);
ReleaseDC(hWnd,hdcwindow);
//设置字体
InitFont();
gmap.SetFont(hf,sizeof(hf));
//加载图像
hback=LoadBitmap(hInstance,MAKEINTRESOURCE(IDB_BITMAP_NULL));
bBack.Init(hInst,IDB_BITMAP_NULL,1,1);
bBack.SetDC(hdcscreen,hdcmem);
bMap.Init(hInst,IDB_BITMAP_GROUND,1,1);
bMap.SetDC(hdcscreen,hdcmem);
bEarth.Init(hInst,IDB_BITMAP_EARTH,3,1);
bEarth.SetDC(hdcscreen,hdcmem);
bObject.Init(hInst,IDB_BITMAP_OBJECT,5,1);
bObject.SetDC(hdcscreen,hdcmem);
bEquip.Init(hInst,IDB_BITMAP_EQUIP,3,1);
bEquip.SetDC(hdcscreen,hdcmem);
bFire.Init(hInst,IDB_BITMAP_FIRE,1,1);
bFire.SetDC(hdcscreen,hdcmem);
bBombAni.Init(hInst,IDB_BITMAP_BOMB,4,1);
bBombAni.SetDC(hdcscreen,hdcmem);
//按钮
btNext.Init("下一关",RGB(0,0,255),RGB(0,128,255),
RGB(255,255,0),RGB(255,255,128),hf[3]);
btNext.SetDC(hdcscreen,hdcmem);
btBegin.Init("开始",RGB(0,0,255),RGB(0,128,255),
RGB(255,255,0),RGB(255,255,128),hf[3]);
btBegin.SetDC(hdcscreen,hdcmem);
//得到总关数
gmap.GetMatchNum();
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
int i;
PAINTSTRUCT ps;
TCHAR szHello[MAX_LOADSTRING];
LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING);
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_PAINT:
hdcwindow = BeginPaint(hWnd, &ps);
switch(iGameState)
{
case GAME_STATE_MENU:
SelectObject(hdcscreen,hback);
bBack.ShowCenter(0);
btBegin.Show(258,220);
break;
case GAME_STATE_MAIN:
bMap.ShowCenter(0);
bEarth.ShowLoop(0,80,GAMEWIDTH,GAMEHEIGHT,gmap.GetMatchNow());
for(i=0;i<gmap.iObjectNum;i++)
{
if(gmap.objectarray[i].id<=0)
{
continue;
}
bObject.ShowNoBack(gmap.objectarray[i].x,
gmap.objectarray[i].y,
gmap.objectarray[i].id-1);
}
gamecatch.DrawAngle(hdcscreen);
gmap.ShowMoneyNow();
bFire.ShowNoBackLoop(389,46,0,gmap.iFireNum);
bBombAni.ShowAni();
myclock.Show();
break;
case GAME_STATE_END:
gmap.GameEnd();
break;
case GAME_STATE_END_NEXT:
gmap.GameNext();
bEquip.ShowFramesNoBack(80,150,2);
bEquip.ShowFrameLast();
if(bEquip.gridnow>=0 && bEquip.gridnow<=2)
{
TextOut(hdcscreen,80,220,equip[bEquip.gridnow].info,
strlen(equip[bEquip.gridnow].info));
}
btNext.Show(350,50);
break;
}
BitBlt(hdcwindow,0,0,GAMEWIDTH,GAMEHEIGHT,hdcscreen,0,0,SRCCOPY);
EndPaint(hWnd, &ps);
break;
case WM_MOUSEMOVE:
switch(iGameState)
{
case GAME_STATE_MENU:
btBegin.DetectMouseMove(LOWORD(lParam),HIWORD(lParam));
break;
case GAME_STATE_END_NEXT:
btNext.DetectMouseMove(LOWORD(lParam),HIWORD(lParam));
bEquip.DetectMouseOverGrid(LOWORD(lParam),HIWORD(lParam));
break;
}
InvalidateRect(hWnd,NULL,false);
break;
case WM_LBUTTONUP:
switch(iGameState)
{
case GAME_STATE_MENU:
if(btBegin.DetectMouseUp(LOWORD(lParam),HIWORD(lParam)))
{
iGameState=GAME_STATE_MAIN;
//加载地图
gmap.LoadFirstMap();
gamecatch.Init();
myclock.Begin(hWnd,100,TIME_MATCH);
//清除当前金钱数量
gmap.ClearMoney();
}
break;
case GAME_STATE_END_NEXT:
if(btNext.DetectMouseUp(LOWORD(lParam),HIWORD(lParam)))
{
iGameState=GAME_STATE_MAIN;
gmap.LoadMap();
gamecatch.Init();
myclock.Begin(hWnd,100,TIME_MATCH);
}
if(bEquip.DetectMouseOverGrid(LOWORD(lParam),HIWORD(lParam)))
{
bEquip.UseEquip();
//使用了道具
gmap.UseEquip(equip[bEquip.gridnow].iPrice,bEquip.gridnow,gamecatch);
}
break;
}
InvalidateRect(hWnd,NULL,false);
break;
case WM_KEYDOWN:
switch(iGameState)
{
case GAME_STATE_MAIN:
gamecatch.KeyProc(wParam);
gmap.KeyProc(wParam);
InvalidateRect(hWnd,NULL,false);
break;
}
break;
case WM_TIMER:
switch(iGameState)
{
case GAME_STATE_MAIN:
if(myclock.Dec())
{
//时间到
iGameState=GAME_STATE_END;
myclock.Begin(hWnd,100,3);
InvalidateRect(hWnd,NULL,false);
break;
}
gamecatch.TurnAngle();
if(1==gamecatch.iState)
{
//在叉子伸出的过程中检测是否抓到物品
if(gmap.DetectCatch(gamecatch.xpos,gamecatch.ypos,gamecatch.iAngle))
{
//如果抓到物品
gamecatch.SetState(2);//开始收回
gmap.SetSpeedBack(gamecatch);
}
}
//移动物品
gmap.MoveObject(gamecatch.xpos,gamecatch.ypos,gamecatch.iAngle);
InvalidateRect(hWnd,NULL,false);
break;
case GAME_STATE_END:
if(myclock.Dec())
{
//动画结束
gmap.GameEndAniOver();
//点击进入下一关
if(gmap.CanNextMatch())
{
bEquip.ClearUseFlag();
iGameState=GAME_STATE_END_NEXT;
}
else
{
iGameState=GAME_STATE_MENU;
}
}
InvalidateRect(hWnd,NULL,false);
break;
}
break;
case WM_DESTROY:
DeleteDC(hdcmem);
DeleteDC(hdcscreen);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Mesage handler for about box.
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return TRUE;
}
break;
}
return FALSE;
}
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