📄 new.h
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#include <mmsystem.h>
#pragma message("linking with multimedia library")
#pragma comment(lib, "winmm.lib")
#define SAFE 0
#define BOUNCE 1
#define WOUND 2
#define DECLINE 7
#define FALLING 8
#define SKATING 12
#define LEFT 3
#define MID 4
#define RIGHT 5
#define COMMON 8
#define ACTIVE 9
#define STILL 10
#define DEAD 11
#define RAPID 39
#define MIDDLE 26
#define SLOW 13
class Player
{
private:
int keepred; //延迟受伤系数
int num_image; //可切换图的个数
int assist; //所在板数
int player_x; //player的x坐标
int player_y; //player的y坐标
int life_left; //生命数
int grade; //层数
int assist_grade;//层数准备数
int direct; //移动方向
int state; //player的状态
int inertia; //惯性系数
int process; //所选切换图的序数
public:
bool decre_kpred();
int getImage_num();
int getAssist();
void setAssist(int a);
Player();
int get_x();
int get_y();
void change_assist(int gra);
void mov_x(int x);
virtual void mov_y(int y);
bool IsLife_left();
void incre_life();
void decre_life();
void incre_grade();
int getLife_left();
int getGrade();
void setDirect(int dir);
int getDirect();
void setState(int sta);
int getState();
void set_inertia(int inertia);
bool IsInertia_left();
void decre_inertia();
void setProcess(int pro);
int getProcess();
};
class Buffle
{
private:
MCI_OPEN_PARMS mciOpenParms;
MCI_PLAY_PARMS mciPlayParms;
int delay;
int buf_x;
int buf_y;
int image[12];//切换图
int num_image;//切换图的实际个数
int process;//所选切换图的序数
Player *player;//玩家
public:
static UINT m_wDeviceID;
UINT music(HWND m_hWnd,char *sound);
void decre_delay();
void setDelay();
int getDelay();
Player* getPlayer();
int get_x();
virtual int get_y();
void setProcess();
void decreProcess();
int getProcess();
int getImage(int num);
void setNum_image(int num);
void setImage(int num,int ima);
Buffle(int x,int y,Player* plyr);
bool isIn_x(int x);
bool isEqu_y(int y);
virtual void mov_y(int y);
virtual void when_landing(int assit,HWND m_hWnd);//player着板后的处理
};
class Skate : public Buffle
{
public:
Skate(int x,int y,Player *plyr);
void when_landing(int assit,HWND m_hWnd);
};
class Spring : public Buffle
{
public:
int get_y();
Spring(int x,int y,Player *plyr);
void when_landing(int assit,HWND m_hWnd);
};
class Nailboard : public Buffle
{
public:
Nailboard(int x,int y,Player *plyr);
void when_landing(int assit,HWND m_hWnd);
int get_y();
};
class Roll_left : public Buffle
{
public:
Roll_left(int x,int y,Player *plyr);
void when_landing(int assit,HWND m_hWnd);
void mov_y(int y);
};
class Roll_right : public Buffle
{
public:
Roll_right(int x,int y,Player *plyr);
void when_landing(int assit,HWND m_hWnd);
void mov_y(int y);
};
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