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📄 gamegold.cpp

📁 一个用vc做的挖金子的游戏
💻 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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