-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathammo.cpp
More file actions
216 lines (211 loc) · 4.12 KB
/
ammo.cpp
File metadata and controls
216 lines (211 loc) · 4.12 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
#include"ammo.h"
HBITMAP ammo_left = (HBITMAP)LoadImage(NULL, L"ammo_left.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
HBITMAP ammo_right = (HBITMAP)LoadImage(NULL, L"ammo_right.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
HBITMAP ammo_up = (HBITMAP)LoadImage(NULL, L"ammo_up.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
HBITMAP ammo_down = (HBITMAP)LoadImage(NULL, L"ammo_down.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
HBITMAP ammo_blank = (HBITMAP)LoadImage(NULL, L"blank.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
HBITMAP ammo_cloud = (HBITMAP)LoadImage(NULL, L"cloud.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
//加载位图
ammo::ammo(int x, int y, direction dir)
{
hang = x;
lie = y;
one_ = 0;
this->dir = dir;
}
void ammo::moveplayer()
{
switch (dir)
{
case UP:
{
if (hang - 1 > 0)//判断越界
{
if (map1.mapdata[hang - 1][lie])//判断能不能走
{
--hang;
break;
}
break;
}
break;
}
case DOWN:
{
if (hang+1<MAPLONG)
{
if (map1.mapdata[hang + 1][lie])
{
++hang;
break;
}
break;
}
break;
}
case LEFT:
{
if (lie-1>0)
{
if (map1.mapdata[hang][lie - 1])
{
--lie;
break;
}
break;
}
break;
}
case RIGHT:
{
if (lie+1<MAPLONG)
{
if (map1.mapdata[hang][lie + 1])
{
++lie;
break;
}
break;
}
break;
}
}
}
void ammo::hitwall()
{
switch (dir)
{
case UP:
{
if (!map1.mapdata[hang - 1][lie]||!map1.mapdata[hang][lie])//判断下一步能不能走或者当前位置(防止发射子弹时子弹嵌入墙里
{
one_ = 0;//不能走子弹就没了
break;
}
break;
}
case DOWN:
{
if (!map1.mapdata[hang + 1][lie] || !map1.mapdata[hang][lie])
{
one_ = 0;
break;
}
break;
}
case LEFT:
{
if (!map1.mapdata[hang][lie - 1] || !map1.mapdata[hang][lie])
{
one_ = 0;
break;
}
break;
}
case RIGHT:
{
if (!map1.mapdata[hang][lie + 1] || !map1.mapdata[hang][lie])
{
one_ = 0;
break;
}
break;
}
}
}
void ammo::hitenemy(enemy& temp)
{
switch (dir)
{
case UP:
if (hang - 1 == temp.hang && lie == temp.lie)//判断有没有打中
{
temp.setalive();//打中敌人就死了
one_ = 0;//子弹也没了
map1.mapdata[temp.hang][temp.lie] = 1;//这里能走也不能走(游戏设计成血迹是不能走的,当他有毒,可以作为一个静止的杀不死的敌人,拿来堵路
}
break;
case DOWN:
if (hang + 1 == temp.hang && lie == temp.lie)
{
temp.setalive();
one_ = 0;
map1.mapdata[temp.hang][temp.lie] = 1;
}
break;
case LEFT:
if (hang == temp.hang && lie - 1 == temp.lie)
{
temp.setalive();
one_ = 0;
map1.mapdata[temp.hang][temp.lie] = 1;
}
break;
case RIGHT:
if (hang == temp.hang && lie + 1 == temp.lie)
{
temp.setalive();
one_ = 0;
map1.mapdata[temp.hang][temp.lie]=1;
}
break;
}
}
void ammo::drawammo(HDC hdc)//根据方向的不同来选取不同的图片
{
HDC mdc = CreateCompatibleDC(hdc);
switch (dir)
{
case UP:
{
SelectObject(mdc, ammo_up);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteObject(mdc);
break;
}
case DOWN:
{
SelectObject(mdc, ammo_down);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteObject(mdc);
break;
}
case LEFT:
{
SelectObject(mdc, ammo_left);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteObject(mdc);
break;
}
case RIGHT:
{
SelectObject(mdc, ammo_right);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteObject(mdc);
break;
}
}
DeleteObject(mdc);
}
bool ammo::checkone()//判断子弹还有没有
{
bool temp = one_;
return temp;
}
void ammo::drawblank(HDC hdc)
{
if (map1.mapdata[hang][lie])
{
HDC mdc = CreateCompatibleDC(hdc);
SelectObject(mdc, ammo_blank);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteObject(mdc);
}
}
void ammo::in_smoke(HDC hdc)
{
HDC mdc = CreateCompatibleDC(hdc);
SelectObject(mdc, ammo_cloud);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteDC(mdc);
}