Visual C++实现推箱子游戏项目实战二:界面设计与实现(附源码和资源)

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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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转载自blog.csdn.net/jiebaoshayebuhui/article/details/129524190
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