怎样做小游戏挖金子(VC,源码2)

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先别急着看源码,首先要解决的问题是程序框架。

VC只是一个开发环境,支持的是C++。Windows下的程序,当然是用Windows API(Application Programming Interface)写成的。 VC提供了一个类库MFC,如同课本中介绍的一样,“点几下鼠标即可生成一个程序”。控件靠拖动即可生成。很方便,但也是最大的缺陷。隐藏了太多东西。我的电脑中VC的一个链接库有点问题,无法运行MFC程序,API是可以运行的。我用API来做。

既然是API,默认生成的结构是:主函数WinMain,注册类MyRegisterClass,初始化InitInstance,消息处理WndProc。

在InitInstance中处理变量的初始设置。

在WndProc中实现游戏的流程控制。

以前做《俄罗斯方块》,包括博客中贴的《扫雷》,都是用一个变量表示当前的状态。这是一种状态机的转换,很简单,一个状态迁移到另一个状态。不同状态下,有不同的消息处理。我用全局变量iGameState来记录。

 

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, 

LPARAM lParam)
{
    
switch (message) 
    {
    
case 消息ID:
        
switch(当前状态)
        {
        
case 游戏开始菜单:
            
break;
        
case 游戏进行中:
            
break;
        }
        
break;
    
case 消息ID:
        
break;
    }
}

这个游戏用了多少种状态?

#define GAME_STATE_MENU 0
#define GAME_STATE_MAIN 1

#define GAME_STATE_END 2
#define GAME_STATE_END_NEXT 3

先看游戏的第一个状态GAME_STATE_MENU:用户点击“开始”,进入游戏。

很简单,建一个按钮,处理它的单击消息,修改当前游戏状态。

创建按钮可以用CreateWindow,我没这样做。

画一个图片(我所有的图片资源都是BMP位图),包含两幅图像,一个是按钮正常情况下显示,一个是鼠标移动到上面后显示,并列排放。

怎样显示图片呢?每个图片都由一个位图句柄表示。先把图片文件加载到工程资源resources中,在加载到一个位图句柄。屏幕作为一个显示设备,需要获取他的Device Contexts的句柄。MFC中的CDC就是对设备句柄HDC的封装。Device Contexts,有时候翻译成“设备上下文”,中英文的意思还是有差别,直接叫DC。显示的时候,先画到一个临时的DC,再画到屏幕上。

这个初始化、显示的功能,放到一个类中。这样的小游戏,如果不用类来组织,也能实现功能,但是有大缺点,代码不易维护。一个基本的思想就是:尽量模块化。

void MYBITMAP::Init(HINSTANCE hInstance,int iResource,int row,int col)
{
 BITMAP bm;
 inum=row;
 jnum=col;

 hBm=LoadBitmap(hInstance,MAKEINTRESOURCE(iResource));
 GetObject(hBm,sizeof(BITMAP),&bm);

 width=bm.bmWidth/inum;
 height=bm.bmHeight/jnum;
}

简单说明一下:hInstance程序实例句柄,iResource位图资源ID,row,col,把图像分割成几行几列。函数记录了这张图像的图像句柄,有几行几列,分割后单幅图的宽高。

这是图像的信息记录完成,以下要设置“屏幕DC”,“临时DC”。

void MYBITMAP::SetDC(HDC hdest,HDC hsrc)
{
 hdcdest=hdest;
 hdcsrc=hsrc;
}

从临时DC显示到屏幕上,参数为坐标、第几幅图像:

void MYBITMAP::Show(int x,int y,int iFrame)
{
 xpos=x;
 ypos=y;
 SelectObject(hdcsrc,hBm);
 BitBlt(hdcdest,xpos,ypos,width,height,hdcsrc,iFrame*width,0,SRCCOPY); 
}

说明:显示的时候记录了它的坐标,SelectObject将句柄装入临时DC,再BitBlt到屏幕上。

图像的显示问题解决了。下面要判断鼠标坐标,当鼠标移到其上时,改变图像,下面这两个函数入参为鼠标坐标,判断是否在图片范围内,设置framenow。然后,重绘屏幕,根据framenow显示指定图像即可。

int MYBITMAP::MouseOut(int x,int y)
{
 if(x<xpos || x>(xpos+width) || y<ypos || y>(ypos+height))
  framenow=0;

 return 1;
}
int MYBITMAP::MouseOver(int x,int y)
{
 if(x<xpos || x>(xpos+width) || y<ypos || y>(ypos+height))
  return 0;

 framenow=1;
 return 1;
}

看一下这个状态下的消息处理:重绘消息,单击消息,鼠标移动消息

重绘消息:画一个背景,画一个“开始”按钮。

        case WM_PAINT:
            hdcwindow 
= BeginPaint(hWnd, &ps);
            
switch(iGameState)
            {
            
case GAME_STATE_MENU:
                SelectObject(hdcscreen,hback);
                bBack.ShowCenter(
0);
                bBegin.ShowCenter(
200);
                
break;

单击消息:如果鼠标单击了开始按钮,迁移状态。

        case WM_LBUTTONUP:
            
switch(iGameState)
            {
            
case GAME_STATE_MENU:
                
if(bBegin.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;

鼠标移动消息:检测鼠标坐标,改变图片当前帧(第几幅):

        case WM_MOUSEMOVE:
            
switch(iGameState)
            {
            
case GAME_STATE_MENU:
                bBegin.DetectMouseMove(LOWORD(lParam),HIWORD(lParam));
                
break;

这样,游戏的第一个状态就完成了。且听下回分解。

附:游戏主文件源码

 

// 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;

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, 00)) 
    {
        
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);
    bBegin.Init(hInst,IDB_BITMAP_BEGIN,
2,1);
    bBegin.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);
    
    
//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);
                bBegin.ShowCenter(
200);
                
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:
                bBegin.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(bBegin.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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