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推箱子游戏的Visual C++工程采用MFC对话框模式进行开发,下面主要讲解推箱子游戏各个功能模块的代码实现
一、游戏菜单的实现
在推箱子游戏中,通过如下几步即可实现游戏的菜单
1:在推箱子游戏工程的资源中添加一个菜单资源
2:给每个菜单栏添加响应函数到CBoxManDlg类中
3:菜单响应函数的实现
代码如下所示
// BoxManDlg.h : header file
//
#if !defined(AFX_BOXMANDLG_H__F762E96B_1D50_450F_A4CB_7AA00BC1C0F2__INCLUDED_)
#define AFX_BOXMANDLG_H__F762E96B_1D50_450F_A4CB_7AA00BC1C0F2__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
/
// CBoxManDlg dialog
class CBoxManDlg : public CDialog
{
// Construction
public:
void InitMenu();
CPoint getManPosition();
void GameStart();
BOOL isFinish();
void drawManBall(int x, int y, CDC* pDC);
void drawMan(int x, int y, CDC* pDC);
void drawRedBox(int x, int y, CDC* pDC);
void drawBox(int x, int y, CDC* pDC);
void drawBall(int x, int y, CDC* pDC);
void drawBlueWall(int x, int y, CDC* pDC);
void drawWhiteWall(int x, int y, CDC* pDC);
void drawBack(int x, int y, CDC* pDC);
void drawMap(CDC* pDC);
void loadMap(int iMissionNum);
void ReDrawMap(int x1, int y1, int x2, int y2, int x3, int y3);
void updateMap(UINT nChar);
void PlayBackMusic(BOOL bCheck);
CBoxManDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{
{AFX_DATA(CBoxManDlg)
enum { IDD = IDD_BOXMAN_DIALOG };
// NOTE: the ClassWizard will add data members here
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{
{AFX_VIRTUAL(CBoxManDlg)
public:
virtual BOOL PreTranslateMessage(MSG* pMsg);
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
HICON m_hIcon;
UINT passtime;
protected:
char m_cMap[20][20];
CPoint m_ptManPosition;
// Generated message map functions
//{
{AFX_MSG(CBoxManDlg)
virtual BOOL OnInitDialog();
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
virtual void OnOK();
virtual void OnCancel();
afx_msg void OnExitGame();
afx_msg void OnHelp();
afx_msg void OnPlayMusic();
afx_msg void OnSelectLevel();
afx_msg void OnStartGame();
afx_msg void OnAbout();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{
{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_BOXMANDLG_H__F762E96B_1D50_450F_A4CB_7AA00BC1C0F2__INCLUDED_)
二、游戏帮助对话框的实现
推箱子游戏中的帮助是使用一个对话框来是实现的,类声明头文件如下
#if !defined(AFX_HELPDLG_H__87FAE03C_2C54_4CE7_BA1F_47C41DB8C0F1__INCLUDED_)
#define AFX_HELPDLG_H__87FAE03C_2C54_4CE7_BA1F_47C41DB8C0F1__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// HelpDlg.h : header file
//
/
// CHelpDlg dialog
class CHelpDlg : public CDialog
{
// Construction
public:
CHelpDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{
{AFX_DATA(CHelpDlg)
enum { IDD = IDD_HELP_DLG };
// NOTE: the ClassWizard will add data members here
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{
{AFX_VIRTUAL(CHelpDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{
{AFX_MSG(CHelpDlg)
virtual void OnOK();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{
{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_HELPDLG_H__87FAE03C_2C54_4CE7_BA1F_47C41DB8C0F1__INCLUDED_)
CHelpDlg对话框类的实现,需要实现对话框类的构造函数,析构函数和知道了按钮响应函数,其代码如下
// HelpDlg.cpp : implementation file
//
#include "stdafx.h"
#include "BoxMan.h"
#include "HelpDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/
// CHelpDlg dialog
CHelpDlg::CHelpDlg(CWnd* pParent /*=NULL*/)
: CDialog(CHelpDlg::IDD, pParent)
{
//{
{AFX_DATA_INIT(CHelpDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
void CHelpDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{
{AFX_DATA_MAP(CHelpDlg)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CHelpDlg, CDialog)
//{
{AFX_MSG_MAP(CHelpDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/
// CHelpDlg message handlers
void CHelpDlg::OnOK()
{
CDialog::OnOK();
}
三、游戏关口选择对话框的实现
推箱子游戏关口选择对话框的实现分为如下几个步骤
1:创建一个对话框资源,并添加响应的控件
2:添加CSelectDlg类,其中需要包含对话框资源和关口编号变量的声明,类声明代码如下
#if !defined(AFX_SELECTDLG_H__55CC6DB2_9BAA_4202_802E_FA842A6D67EB__INCLUDED_)
#define AFX_SELECTDLG_H__55CC6DB2_9BAA_4202_802E_FA842A6D67EB__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// SelectDlg.h : header file
//
/
// CSelectDlg dialog
class CSelectDlg : public CDialog
{
// Construction
public:
CSelectDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{
{AFX_DATA(CSelectDlg)
enum { IDD = IDD_SELECT_DLG };
UINT m_level;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{
{AFX_VIRTUAL(CSelectDlg)
public:
virtual int DoModal();
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{
{AFX_MSG(CSelectDlg)
virtual BOOL OnInitDialog();
virtual void OnOK();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{
{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_SELECTDLG_H__55CC6DB2_9BAA_4202_802E_FA842A6D67EB__INCLUDED_)
具体的类编写中,主要通过把全局的关口编号变量值赋值给局部变量,并更新显示关口编号到编辑框中,在玩家单击设置按钮后,又将获得的局部变量值赋值给全局变量,来改变当前游戏关口,同时要对最大值进行判断,代码如下
// SelectDlg.cpp : implementation file
//
#include "stdafx.h"
#include "BoxMan.h"
#include "SelectDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/
// CSelectDlg dialog
CSelectDlg::CSelectDlg(CWnd* pParent /*=NULL*/)
: CDialog(CSelectDlg::IDD, pParent)
{
//{
{AFX_DATA_INIT(CSelectDlg)
m_level = 0;
//}}AFX_DATA_INIT
}
void CSelectDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{
{AFX_DATA_MAP(CSelectDlg)
DDX_Text(pDX, IDC_LEVEL, m_level);
DDV_MinMaxUInt(pDX, m_level, 1, g_maxlevel);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CSelectDlg, CDialog)
//{
{AFX_MSG_MAP(CSelectDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/
// CSelectDlg message handlers
BOOL CSelectDlg::OnInitDialog()
{
CDialog::OnInitDialog();
m_level = g_level; //把全局变量的值赋值给等级显示
return TRUE; //初始化成功
}
void CSelectDlg::OnOK()
{
UpdateData(TRUE);
g_level = m_level;
CDialog::OnOK();
}
int CSelectDlg::DoModal()
{
m_level = g_level; //把全局变量的值赋值给等级显示
return CDialog::DoModal();
}
四、游戏播放背景音乐的实现
播放游戏背景音乐,是通过调用Windows的API函数sndPlaySound来实现的,当玩家选择游戏设置-播放音乐命令时,就播放音乐,相反如果取消,就停止播放音乐,实现代码如下
void CBoxManDlg::PlayBackMusic(BOOL bCheck)
{
//指定文件并播放
if(bCheck)
{ //播放指定音乐文件
sndPlaySound("music.wav",SND_ASYNC);
}
else
{ //停止播放
sndPlaySound(NULL,SND_PURGE);
}
}
实现效果如下
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