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📄 new.h

📁 c++写的游戏
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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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