基本信息
源码名称:c++ 超级玛丽游戏源码下载
源码大小:0.86M
文件格式:.7z
开发语言:C/C++
更新时间:2018-03-05
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源码介绍
#include "stdafx.h"
#include "gamemap.h"
#include "myclock.h"
#include "tool01.h"
#include "texttool.h"
extern int wwin,hwin;
extern HWND hWndMain;
//基本图像
extern MYANIOBJ bmMap;
//天空背景
extern MYBKSKY bmSky;
//角色
extern MYROLE rmain;
//计时器
extern MYCLOCK c1;
extern MYANIMAGIC bmMagic;
extern struct MAPINFO allmapinfo[];
extern struct ROLE gl_enemy_normal;
//extern FILEREPORT f1;
GAMEMAP::GAMEMAP()
{
iScreenScale=0;
Init();
}
GAMEMAP::~GAMEMAP()
{
}
int GAMEMAP::LoadMap()
{
FILE *fp;
char temp[50]={0};
int find=0;
int i;
memset(MapArray,0,sizeof(MapArray));
iMapObjNum=0;
memset(MapBkArray,0,sizeof(MapBkArray));
iMapBkObjNum=0;
memset(MapEnemyArray,0,sizeof(MapEnemyArray));
memset(MapCoinArray,0,sizeof(MapCoinArray));
iCoinNum=0;
fp=fopen(PATH_MAP,"r");
if(!fp)
{
return 0;
}
while(!find && !feof(fp))
{
FGetLine(temp,fp);
if(temp[0]=='*' && temp[1]=='0' iMatch)
{
find=1;
}
}
if(!find)
{
return 0;
}
//找到了某一关的地图数据
i=0;
FGetLineJumpCom(temp,fp);
while(temp[0]!='#' && !feof(fp))
{
//map data
sscanf(temp,"%d %d %d %d %d",
&MapArray[i].x,
&MapArray[i].y,
&MapArray[i].w,
&MapArray[i].h,
&MapArray[i].id);
MapArray[i].show=0;
iMapObjNum ;
i ;
FGetLineJumpCom(temp,fp);
}
i=0;
FGetLineJumpCom(temp,fp);
while(temp[0]!='#' && !feof(fp))
{
sscanf(temp,"%d %d %d %d %d",
&MapBkArray[i].x,
&MapBkArray[i].y,
&MapBkArray[i].w,
&MapBkArray[i].h,
&MapBkArray[i].id);
MapBkArray[i].show=0;
MapBkArray[i].iframe=0;
iMapBkObjNum ;
i ;
FGetLineJumpCom(temp,fp);
}
i=0;
FGetLineJumpCom(temp,fp);
while(temp[0]!='#' && !feof(fp))
{
sscanf(temp,"%d %d %d %d %d %d %d",
&MapEnemyArray[i].x,
&MapEnemyArray[i].y,
&MapEnemyArray[i].w,
&MapEnemyArray[i].h,
&MapEnemyArray[i].id,
&MapEnemyArray[i].xleft,
&MapEnemyArray[i].xright);
//动画元件,使用绝对坐标
MapEnemyArray[i].x*=32;
MapEnemyArray[i].y*=32;
MapEnemyArray[i].w*=32;
MapEnemyArray[i].h*=32;
MapEnemyArray[i].xleft*=32;
MapEnemyArray[i].xright*=32;
MapEnemyArray[i].show=1;
MapEnemyArray[i].movex=-ENEMY_STEP_X;
MapEnemyArray[i].iframe=0;
MapEnemyArray[i].iframemax=2;
//设置生命值
switch(MapEnemyArray[i].id)
{
case ID_ANI_BOSS_HOUSE:
MapEnemyArray[i].health=BOSS_HEALTH;
break;
case ID_ANI_BOSS_HOUSE_A:
MapEnemyArray[i].health=BOSS_A_HEALTH;
break;
default:
MapEnemyArray[i].health=1;
break;
}
//将BOSS存储在数组的后半段
if ( i<BOSS_CURSOR
&& ( MapEnemyArray[i].id == ID_ANI_BOSS_HOUSE
|| MapEnemyArray[i].id == ID_ANI_BOSS_HOUSE_A) )
{
//move data to BOSS_CURSOR
MapEnemyArray[BOSS_CURSOR]=MapEnemyArray[i];
memset(&MapEnemyArray[i],0,sizeof(MapEnemyArray[i]));
i=BOSS_CURSOR;
}
i ;
FGetLineJumpCom(temp,fp);
}
i=0;
FGetLineJumpCom(temp,fp);
while(temp[0]!='#' && !feof(fp))
{
sscanf(temp,"%d %d %d %d %d",
&MapCoinArray[i].x,
&MapCoinArray[i].y,
&MapCoinArray[i].w,
&MapCoinArray[i].h,
&MapCoinArray[i].id);
MapCoinArray[i].show=1;
MapCoinArray[i].iframe=0;
//索引坐标转化为绝对坐标
MapCoinArray[i].x*=32;
MapCoinArray[i].y*=32;
//设置这个动画元件的最大帧
switch(MapCoinArray[i].id)
{
case ID_ANI_COIN:
MapCoinArray[i].iframemax=4;
break;
default:
MapCoinArray[i].iframemax=2;
break;
}
i ;
iCoinNum ;
FGetLineJumpCom(temp,fp);
}
fclose(fp);
return 1;
}
void GAMEMAP::Init()
{
iGameState=GAME_PRE;
iMatch=0;
iLife=3;
iMoney=0;
//攻击种类
iAttack=ATTACK_NORMAL;
iMenu=0;
viewx=0;
InitMatch();
}
void GAMEMAP::InitMatch()
{
memset(MapArray,0,sizeof(MapArray));
memset(MapBkArray,0,sizeof(MapBkArray));
memset(MapEnemyArray,0,sizeof(MapEnemyArray));
memset(MapCoinArray,0,sizeof(MapCoinArray));
memset(FireArray,0,sizeof(FireArray));
memset(BombArray,0,sizeof(BombArray));
iMapObjNum=0;
iMapBkObjNum=0;
iBombNum=0;
iCoinNum=0;
//设置视图坐标
viewy=0;
ienemyframe=0;
iFireNum=0;
iTimeFire=0;
iBeginFire=0;
ibkobjframe=0;
//获取地图信息
mapinfo=allmapinfo[iMatch];
//初始化攻击对象提示
memset(AttackName,0,sizeof(AttackName));
iAttackLife=0;
iAttackMaxLife=0;
iMapEnemyCursor=0;
}
//显示地图
void GAMEMAP::Show(MYANIOBJ & bmobj)
{
int i;
int xstart,ystart;
int j,k;
for(i=0;i<iMapObjNum;i )
{
ystart=MapArray[i].y*32;
switch(MapArray[i].id)
{
//进 出的下水道
case ID_MAP_PUMP_IN:
case ID_MAP_PUMP_OUT:
xstart=MapArray[i].x*32;
bmobj.DrawItemNoMask(xstart, ystart, MapArray[i].id, 0);
break;
default:
for(j=0;j<MapArray[i].h;j )
{
xstart=MapArray[i].x*32;
for(k=0;k<MapArray[i].w;k )
{
bmobj.DrawItemNoMask(xstart, ystart, MapArray[i].id, 0);
xstart =32;
}
ystart =32;
} // end of for
break;
}//end of switch
}
}
void GAMEMAP::ChangeMap()
{
viewx=0;
//
iMatch=mapinfo.iSubMap;
InitMatch();
rmain.SetPos(BM_USER,mapinfo.xReturnPoint*32,mapinfo.yReturnPoint*32);
rmain.InitRole(0,GAMEW*32*MAX_PAGE-32);
//设定视图位置
if(rmain.xpos - viewx > 150)
{
SetView(mapinfo.xReturnPoint*32-32);//往左让一格
if(viewx>(mapinfo.viewmax-1)*GAMEW*32)
viewx=(mapinfo.viewmax-1)*GAMEW*32;
}
//设定人物活动范围
rmain.SetLimit(viewx, GAMEW*32*MAX_PAGE);
//设定背景图片坐标
bmSky.SetPos(BM_USER,viewx,0);
LoadMap();
}
//根据人物与视图的位置关系决定是否移动视图
int GAMEMAP::KeyProc(int iKey)
{
int i;
switch(iGameState)
{
case GAME_PRE:
switch(iKey)
{
case 0xd:
//enter
switch(iMenu)
{
case 0:
c1.ReStart(TIME_GAME_IN_PRE); //停顿两秒
iGameState=GAME_IN_PRE;
break;
case 1:
SetGameState(GAME_HELP);
break;
}
break;
case VK_UP:
iMenu=(iMenu 1)%2;
break;
case VK_DOWN:
iMenu=(iMenu 1)%2;
break;
}
return 1;//重绘
case GAME_HELP:
switch(iKey)
{
case 0xd: //enter
SetGameState(GAME_PRE);
break;
}
return 1;
case GAME_IN:
//如果人物正在播放动画,拒绝键盘响应
if(rmain.IsInAni())
{
break;
}
switch(iKey)
{
case VK_RIGHT:
if(rmain.movey!=0)
{
rmain.jumpx=4;
}
rmain.movex=4;
rmain.idirec=0;
break;
case VK_LEFT:
if(rmain.movey!=0)
{
rmain.jumpx=-4;
}
rmain.movex=-4;
rmain.idirec=1;//朝左
break;
case VK_DOWN:
for(i=0;i<iMapObjNum;i )
{
//下方线
if( LINE_IN_LINE(rmain.xpos,
rmain.ypos 32,
32,
MapArray[i].x*32,
MapArray[i].y*32,
MapArray[i].w*32)
)
{
if(MapArray[i].id == ID_MAP_PUMP_IN)
{
//进入地图
rmain.SetAni(ROLE_ANI_DOWN);
iGameState=GAME_PUMP_IN;
c1.ReStart(TIME_GAME_PUMP_WAIT);
}
}
}
break;
case KEY_X: //跳
if(rmain.movey!=0)
break;
rmain.movey=-SPEED_JUMP;
rmain.jumpx=rmain.movex;//解决x键和方向键的响应问题
break;
case KEY_Z: //FIRE
if(iBeginFire)
break;
iTimeFire=0;
iBeginFire=1;
break;
case 0x7a://f11
iAttack=(iAttack 1)%ATTACK_MAX_TYPE;
break;
case 0x7b://f12
//直接通关
rmain.xpos = MAX_PAGE*GAMEW*32;
break;
}
break;
}
return 0;
}
void GAMEMAP::SetViewState(int i)
{
iViewState=i;
}
void GAMEMAP::SetGameState(int i)
{
iGameState=i;
}
void GAMEMAP::SetView(int x)
{
viewx=x;
}
//移动视图
//视图不能往右移
void GAMEMAP::MoveView()
{
//只有一屏宽,不移动视图
if(mapinfo.viewmax == 1)
return;
if(rmain.xpos - viewx > 150)
{
viewx =ROLE_STEP;
if(viewx>(mapinfo.viewmax-1)*GAMEW*32)
viewx=(mapinfo.viewmax-1)*GAMEW*32;
//设置人物移动的最大范围
rmain.SetLimit(viewx, GAMEW*32*MAX_PAGE);
}
bmSky.SetPos(BM_USER,viewx,0);
}
void GAMEMAP::ShowBkObj(MYANIOBJ & bmobj)
{
int i;
int xstart,ystart;
for(i=0;i<iMapBkObjNum;i )
{
ystart=MapBkArray[i].y*32;
xstart=MapBkArray[i].x*32;
bmobj.DrawItem(xstart,ystart,MapBkArray[i].id,ibkobjframe);
}
}
void GAMEMAP::ShowInfo(HDC h)
{
char temp[50]={0};
SetTextColor(h, TC_WHITE);
SetBkColor(h, TC_BLACK);
sprintf(temp, "LIFE : %d",iLife);
TextOut(h, 220,100,temp,strlen(temp));
sprintf(temp, "WORLD : %d",iMatch 1);
TextOut(h, 220,130,temp,strlen(temp));
}
void GAMEMAP::ShowOther(HDC h)
{
char temp[50]={0};
int xstart;
//show money
sprintf(temp,"MONEY: %d",iMoney);
TextOut(h,viewx 20,20,temp,strlen(temp));
//显示攻击对象生命值
if(iAttackLife)
{
TextOut(h,viewx ATTACK_TO_TEXT_X,
ATTACK_TO_TEXT_Y,AttackName,strlen(AttackName));
//画生命条
xstart=viewx ATTACK_TO_X-iAttackMaxLife*10;
bmMap.DrawItemNoMaskWidth(xstart-1, ATTACK_TO_Y-1,ID_MAP_HEALTH_BK,
iAttackMaxLife*BMP_WIDTH_HEALTH, 0);
bmMap.DrawItemNoMaskWidth(xstart, ATTACK_TO_Y,ID_MAP_HEALTH,
iAttackLife*BMP_WIDTH_HEALTH, 0);
}
}
void GAMEMAP::ShowAniObj(MYANIOBJ & bmobj)
{
int i;
int xstart,ystart;
//显示金币,和其他物品
for(i=0;i<iCoinNum;i )
{
ystart=MapCoinArray[i].y;
xstart=MapCoinArray[i].x;
bmobj.DrawItem(xstart,ystart,MapCoinArray[i].id, MapCoinArray[i].iframe);
}
//显示敌人
for(i=0;i<MAX_MAP_OBJECT;i )
{
if (MapEnemyArray[i].show)
{
bmobj.DrawItem(MapEnemyArray[i].x,MapEnemyArray[i].y,
MapEnemyArray[i].id,MapEnemyArray[i].iframe);
}
}
//显示子弹,魔法攻击
for(i=0;i<MAX_MAP_OBJECT;i )
{
if (FireArray[i].show)
{
ystart=FireArray[i].y;
xstart=FireArray[i].x;
switch(FireArray[i].id)
{
case ID_ANI_FIRE:
bmobj.DrawItem(xstart,ystart,FireArray[i].id,FireArray[i].iframe);
break;
case ID_ANI_FIRE_MAGIC:
bmMagic.DrawItem(xstart,ystart, 0, FireArray[i].iframe);
break;
default:
bmobj.DrawItem(xstart,ystart,FireArray[i].id,FireArray[i].iframe);
break;
}
}
}
//显示爆炸效果
for(i=0;i<MAX_MAP_OBJECT;i )
{
if (BombArray[i].show)
{
ystart=BombArray[i].y;
xstart=BombArray[i].x;
bmobj.DrawItem(xstart,ystart,BombArray[i].id, BombArray[i].iframe);
}
}
}
// 返回0,不能走;1,能走
int GAMEMAP::RoleCanMove(int xoff, int yoff)
{
int canmove=1;
int i;
for(i=0;i<iMapObjNum;i )
{
if( RECT_HIT_RECT(rmain.xpos xoff,
rmain.ypos yoff,
32,
32,
MapArray[i].x*32,
MapArray[i].y*32,
MapArray[i].w*32,
MapArray[i].h*32)
)
{
canmove=0;
if(yoff<0)
{
//碰到了上面的物体要向下落
rmain.movey=1;
}
if(yoff>0)
{
//碰到了下面的物体,要停止下落
rmain.jumpheight=0;
rmain.movey=0;
rmain.ypos=MapArray[i].y*32-32;//纵坐标要修正
}
break;
}
}
return canmove;
}
//检查人物水平移动过程中,是否走出地图物体边界
int GAMEMAP::CheckRole()
{
int i;
//角色的检查
if(rmain.movey == 0 )
{
//在水平移动,
//检测角色是否站在某个物体上
for(i=0;i<iMapObjNum;i )
{
//下方线
if( LINE_ON_LINE(rmain.xpos,
rmain.ypos 32,
32,
MapArray[i].x*32,
MapArray[i].y*32,
MapArray[i].w*32)
)
{
return 1;
}
}
//角色开始下落
rmain.movey=1;
rmain.jumpx=0;//此时要清除跳跃速度,否则将变成跳跃,而不是落体
return 0;
}
return 0;
}
void GAMEMAP::ChangeFrame(int itimeclip)
{
int i;
///////////// 帧控制 ////////////////
if(0 == itimeclip% ENEMY_SPEED)
{
//敌人移动
for(i=0;i<MAX_MAP_OBJECT;i )
{
if(MapEnemyArray[i].show)
{
//帧控制
MapEnemyArray[i].iframe=(MapEnemyArray[i].iframe 1)%MapEnemyArray[i].iframemax;
switch(MapEnemyArray[i].id)
{
case ID_ANI_ENEMY_NORMAL:
case ID_ANI_ENEMY_SWORD:
MapEnemyArray[i].x =MapEnemyArray[i].movex;
//控制敌人移动
if(MapEnemyArray[i].movex<0)
{
if(MapEnemyArray[i].x<=MapEnemyArray[i].xleft)
{
MapEnemyArray[i].movex=ENEMY_STEP_X;
}
}
else
{
if(MapEnemyArray[i].x>=MapEnemyArray[i].xright)
{
MapEnemyArray[i].movex=-ENEMY_STEP_X;
}
}
break;
}
}
}
}
if(0 == itimeclip% WATER_SPEED)
{
ibkobjframe=1-ibkobjframe;
for(i=0;i<MAX_MAP_OBJECT;i )
{
if(MapCoinArray[i].show)
{
MapCoinArray[i].iframe=(MapCoinArray[i].iframe 1)%MapCoinArray[i].iframemax;
}
}
}
//子弹,攻击控制
for(i=0;i<MAX_MAP_OBJECT;i )
{
if(FireArray[i].show)
{
switch(FireArray[i].id)
{
case ID_ANI_FIRE_MAGIC:
FireArray[i].iframe ;
if(FireArray[i].iframe == 2)
{
FireArray[i].x =FIRE_MAGIC_W;
}
if(FireArray[i].iframe>3)
{
FireArray[i].show=0;
}
break;
default:
FireArray[i].iframe=1-FireArray[i].iframe;
break;
}
}
}
//bomb frame control
for(i=0;i<MAX_MAP_OBJECT;i )
{
if(BombArray[i].show)
{
BombArray[i].iframe ;
if(BombArray[i].iframe>3)
{
BombArray[i].show=0;
}
}
}
}
int GAMEMAP::CheckAni(int itimeclip)
{
int i,j;
int tempx,tempy;
//检测子弹和敌人的碰撞(包括魔法攻击)
for(i=0;i<MAX_MAP_OBJECT;i )
{
if(MapEnemyArray[i].show)
{
for(j=0;j<MAX_MAP_OBJECT;j )
{
if (FireArray[j].show)
{
if(RECT_HIT_RECT(FireArray[j].x FIRE_XOFF,
FireArray[j].y,
FireArray[j].w,
FireArray[j].h,
MapEnemyArray[i].x,
MapEnemyArray[i].y,
MapEnemyArray[i].w,
MapEnemyArray[i].h)
)
{
ClearEnemy(i);
//魔法攻击时,攻击效果的消除由帧控制
switch(iAttack)
{
case ATTACK_NORMAL:
FireArray[j].show=0;
break;
default:
break;
}
return 0;
}
}
}
}
}
//发子弹
if(iBeginFire)
{
if(0 == iTimeFire )
{
FireArray[iFireNum].show=1;
FireArray[iFireNum].iframe = 0;
//子弹方向
if(0==rmain.idirec)
{
FireArray[iFireNum].movex=1;
}
else
{
FireArray[iFireNum].movex=-1;
}
switch(iAttack)
{
case ATTACK_NORMAL:
FireArray[iFireNum].id=ID_ANI_FIRE;
FireArray[iFireNum].x=rmain.xpos;
FireArray[iFireNum].y=rmain.ypos;
FireArray[iFireNum].w=FIREW;
FireArray[iFireNum].h=FIREH;
FireArray[iFireNum].movex*=FIRE_SPEED;
break;
case ATTACK_MAGIC:
FireArray[iFireNum].id=ID_ANI_FIRE_MAGIC;
FireArray[iFireNum].x=rmain.xpos-ID_ANI_FIRE_MAGIC_XOFF;
FireArray[iFireNum].y=rmain.ypos-ID_ANI_FIRE_MAGIC_YOFF;
FireArray[iFireNum].w=FIRE_MAGIC_W;
FireArray[iFireNum].h=FIRE_MAGIC_H;
FireArray[iFireNum].movex=0;
break;
}
//移动数组游标
iFireNum=(iFireNum 1)%MAX_MAP_OBJECT;
}
iTimeFire=(iTimeFire 1)%TIME_FIRE_BETWEEN;
}
//检查敌人,动画元件
//如果在显示范围之内,则设置显示属性
for(i=0;i<MAX_MAP_OBJECT;i )
{
if ( IN_AREA(MapEnemyArray[i].x, viewx, VIEWW) )
{
if(MapEnemyArray[i].health)
{
MapEnemyArray[i].show=1;
//boss触发
switch(MapEnemyArray[i].id)
{
case ID_ANI_BOSS_HOUSE:
//每隔一段时间, 产生新的敌人
if(itimeclip == TIME_CREATE_ENEMY)
{
MapEnemyArray[iMapEnemyCursor]=gl_enemy_normal;
MapEnemyArray[iMapEnemyCursor].x=MapEnemyArray[i].x;
MapEnemyArray[iMapEnemyCursor].y=MapEnemyArray[i].y 32;
//移动游标
iMapEnemyCursor=(iMapEnemyCursor 1)%BOSS_CURSOR;
}
break;
case ID_ANI_BOSS_HOUSE_A:
if(itimeclip == TIME_CREATE_ENEMY)
{
MapEnemyArray[iMapEnemyCursor]=gl_enemy_normal;
MapEnemyArray[iMapEnemyCursor].x=MapEnemyArray[i].x;
MapEnemyArray[iMapEnemyCursor].y=MapEnemyArray[i].y 32;
MapEnemyArray[iMapEnemyCursor].id=ID_ANI_ENEMY_SWORD;
MapEnemyArray[iMapEnemyCursor].health=ENEMY_SWORD_HEALTH;
//移动游标
iMapEnemyCursor=(iMapEnemyCursor 1)%BOSS_CURSOR;
}
break;
default:
break;
}
}
}
else
{
MapEnemyArray[i].show=0;
}
}
//子弹移动
for(i=0;i<MAX_MAP_OBJECT;i )
{
if (FireArray[i].show)
{
FireArray[i].x =FireArray[i].movex;
//子弹超出显示范围,消失
if( FireArray[i].x > viewx VIEWW || FireArray[i].x<viewx-FIRE_MAGIC_MAX_W)
{
FireArray[i].show = 0;
}
}
}
//检测角色和金币的碰撞,角色和其他物体的碰撞
for(i=0;i<iCoinNum;i )
{
tempx=MapCoinArray[i].x;
tempy=MapCoinArray[i].y;
if ( IN_AREA(tempx, viewx-32, VIEWW) )
{
if( RECT_HIT_RECT(rmain.xpos,
rmain.ypos,
32,32,
tempx,
tempy,
MapCoinArray[i].w,MapCoinArray[i].h)
)
{
switch(MapCoinArray[i].id)
{
case ID_ANI_COIN:
//碰到金币
iMoney =10;
ClearCoin(i);
break;
case ID_ANI_ATTACK:
//碰到武器
iAttack=ATTACK_MAGIC;
ClearCoin(i);
break;
}
return 0;
}
}
} // end of for
return 0;
}
//清除敌人数据,只需要设置显示属性,不需要移动数组
void GAMEMAP::ClearEnemy(int i)
{
//create bomb
BombArray[iBombNum].show=1;
BombArray[iBombNum].id=ID_ANI_BOMB;
BombArray[iBombNum].iframe=0;
BombArray[iBombNum].x=MapEnemyArray[i].x-BOMB_XOFF;
BombArray[iBombNum].y=MapEnemyArray[i].y-BOMB_YOFF;
iBombNum=(iBombNum 1)%MAX_MAP_OBJECT;
//清除显示属性
MapEnemyArray[i].health--;
if(MapEnemyArray[i].health<=0)
{
MapEnemyArray[i].show=0;
}
//攻击对象提示
iAttackLife=MapEnemyArray[i].health;
switch(MapEnemyArray[i].id)
{
case ID_ANI_BOSS_HOUSE:
strcpy(AttackName,"普通级火圈");
iAttackMaxLife=BOSS_HEALTH;
break;
case ID_ANI_BOSS_HOUSE_A:
strcpy(AttackName,"战斗级火圈");
iAttackMaxLife=BOSS_A_HEALTH;
break;
case ID_ANI_ENEMY_SWORD:
strcpy(AttackName,"蘑菇刺客");
iAttackMaxLife=ENEMY_SWORD_HEALTH;
break;
default:
strcpy(AttackName,"敌人 ");
break;
}
}
void GAMEMAP::ClearCoin(int i)
{
if(i<0 || i>=iCoinNum)
return;
switch(MapCoinArray[i].id)
{
case ID_ANI_COIN:
//碰到了金币,播放一个得分的动画
BombArray[iBombNum].show=1;
BombArray[iBombNum].id=ID_ANI_COIN_SCORE;
BombArray[iBombNum].iframe=0;
BombArray[iBombNum].x=MapCoinArray[i].x-COIN_XOFF;
BombArray[iBombNum].y=MapCoinArray[i].y-COIN_YOFF;
iBombNum=(iBombNum 1)%MAX_MAP_OBJECT;
break;
}
//减少一个金币,或者减少一个其他物品
for(;i<iCoinNum;i )
{
MapCoinArray[i]=MapCoinArray[i 1];
}
iCoinNum--;
}
int GAMEMAP::IsWin()
{
int i;
//检测角色和敌人的碰撞
for(i=0;i<MAX_MAP_OBJECT;i )
{
if(MapEnemyArray[i].show)
{
if(HLINE_ON_RECT(rmain.xpos, rmain.ypos 32,32,
MapEnemyArray[i].x,
MapEnemyArray[i].y,
MapEnemyArray[i].w,
MapEnemyArray[i].h))
{
if(0 == rmain.movey)
{
Fail();
}
else
{
//踩到敌人上
switch(MapEnemyArray[i].id)
{
case ID_ANI_BOSS_HOUSE:
case ID_ANI_BOSS_HOUSE_A:
//踩到蘑菇火圈,失败
Fail();
break;
default:
ClearEnemy(i);
break;
}
}
return 0;
}
}
}
if(rmain.ypos > GAMEH*32)
{
Fail();
return 0;
}
//到达目的地后,自动走到屏幕右侧
if(rmain.xpos > X_WIN*32 )
{
//已经胜利,但要播放玩家走出屏幕的动画,不接受消息响应
iGameState=GAME_WIN;
//到达目的地
rmain.MoveStepTo(MAX_PAGE*GAMEW*32, Y_WIN*32);
}
if(rmain.xpos >= MAX_PAGE*GAMEW*32 )
{
//玩家已经走出屏幕,启动一定的时间间隔
iGameState=GAME_WIN_WAIT;
c1.ReStart(TIME_GAME_WIN_WAIT);
iMatch=mapinfo.iNextMap;
if(iMatch>=MAX_MATCH)
{
//全部通过
Init();
iGameState=GAME_PASS;
LoadMap();
}
else
{
InitMatch();
rmain.SetPos(BM_USER,3*32,8*32);
rmain.InitRole(0,GAMEW*32*MAX_PAGE-32);
//加载下一关的地图
LoadMap();
}
}
return 1;
}
void GAMEMAP::Fail_Wait()
{
InitMatch();
if( iLife <=0)
{
Init();
iGameState=GAME_OVER;
c1.ReStart(TIME_GAME_END);
}
else
{
iGameState=GAME_IN_PRE;
c1.ReStart(TIME_GAME_IN_PRE);
}
rmain.SetPos(BM_USER,3*32,8*32);
rmain.InitRole(0,GAMEW*32*MAX_PAGE-32);
LoadMap();
}
void GAMEMAP::Fail()
{
rmain.movex=0;
rmain.movey=0;
iLife--;
rmain.iFrame=FAIL_FRAME;
iGameState=GAME_FAIL_WAIT;
c1.ReStart(TIME_GAME_FAIL_WAIT);
}
void GAMEMAP::KeyUpProc(int iKey)
{
switch(iKey)
{
case VK_RIGHT:
rmain.movex=0;
break;
case VK_LEFT:
rmain.movex=0;
break;
case KEY_X: //跳
break;
case KEY_Z: //FIRE
iBeginFire=0;
break;
case KEY_W: //调整窗口大小
MoveWindow(hWndMain,
(wwin-GAMEW*32)/2,
(hwin-GAMEH*32)/2,
GAMEW*32,
GAMEH*32 32,
true);
break;
}
}
void GAMEMAP::CodeErr(int i)
{
switch(i)
{
case ERR_MAP_FILE:
SetGameState(GAME_ERR);
break;
default:
break;
}
}
void GAMEMAP::ShowMenu(MYANIOBJ & bmobj)
{
bmobj.PlayItem(115,280 iMenu*30, ID_ANI_MENU_ARROW);
}