1 先导入 ICON 和 CURSOR 资源, 并在初始化时赋给成员变量
2 在CGameDlg 类里定义 CStaticEx m_staticEx[17]; //这个派生类见文末
HICON icoHole; //地洞
HCURSOR curHammerWood0;// 锤子
HCURSOR curHammerWood1;
HICON icoMoleD0;// 动物1
HICON icoMoleD1;
HICON icoMoleD2;
HICON icoMoleG0;// 动物2
HICON icoMoleG1;
HICON icoMoleG2;
BOOL CGameDlg::OnInitDialog()
{
HINSTANCE hInstance = ::AfxGetInstanceHandle();
icoHole = (HICON)::LoadImage(hInstance, MAKEINTRESOURCE(IDI_ICON_HOLE), IMAGE_ICON, 64, 64, 0);
//第一组钻入钻出图片
icoMoleD0 = (HICON)::LoadImage(hInstance, MAKEINTRESOURCE(IDI_ICON_MOLE_D0), IMAGE_ICON, 64, 64, 0);
icoMoleD1 = (HICON)::LoadImage(hInstance, MAKEINTRESOURCE(IDI_ICON_MOLE_D1), IMAGE_ICON, 64, 64, 0);
icoMoleD2 = (HICON)::LoadImage(hInstance, MAKEINTRESOURCE(IDI_ICON_MOLE_D2), IMAGE_ICON, 64, 64, 0);
//第二组钻入钻出图片
icoMoleG0 = (HICON)::LoadImage(hInstance, MAKEINTRESOURCE(IDI_ICON_MOLE_G0), IMAGE_ICON, 64, 64, 0);
icoMoleG1 = (HICON)::LoadImage(hInstance, MAKEINTRESOURCE(IDI_ICON_MOLE_G1), IMAGE_ICON, 64, 64, 0);
icoMoleG2 = (HICON)::LoadImage(hInstance, MAKEINTRESOURCE(IDI_ICON_MOLE_G2), IMAGE_ICON, 64, 64, 0);
// 鼠标指针,一个锤子
HCURSOR curHammerWood0 = LoadCursor(AfxGetInstanceHandle(), MAKEINTRESOURCE(IDC_CUR_HAMMER_WOOD0));
HCURSOR curHammerWood1 = LoadCursor(AfxGetInstanceHandle(), MAKEINTRESOURCE(IDC_CUR_HAMMER_WOOD1));
// 16个picture装入初始地洞图片
for (int i = IDC_STATIC0; i <= IDC_STATIC15; i++)
{
((CStatic *)GetDlgItem(i))->SetIcon(icoHole);
}
// 16 + 1 个group 装入自定义的派生类 CStaticEx, 初始化锤子
for ( i = 0; i < 18; i++)
{
m_staticEx[i].SubclassDlgItem(IDC_STATIC0 + i, this);
m_staticEx[i].SetHoverCursor(curHammerWood0);
m_staticEx[i].SetClickCursor(curHammerWood1);
}
// 设置一秒反应时间,供用户打击地鼠
SetTimer(TIMER1, 1000, 0);
}
void CGameDlg::OnTimer(UINT nIDEvent)
{
srand((int)time(0));
switch(nIDEvent)
{
case TIMER1:
KillTimer(TIMER1);
isActive = false;
((CStatic *)GetDlgItem(last))->SetIcon(icoHole);
Sleep(100);
// 随机选择两组中一组动物
nIDEvent = rand() % 2;
// 随机设置其中一个洞钻出
last = IDC_STATIC0 + rand() % 16;
((CStatic *)GetDlgItem(last))->SetIcon(nIDEvent ? icoMoleD0 : icoMoleG0);//刚钻出
Sleep(100);
((CStatic *)GetDlgItem(last))->SetIcon(nIDEvent ? icoMoleD1 : icoMoleG1);//钻出一半
Sleep(100);
((CStatic *)GetDlgItem(last))->SetIcon(nIDEvent ? icoMoleD2 : icoMoleG2);//完全钻出
Sleep(100);
isActive = true;
break;
}
CDialog::OnTimer(nIDEvent);
}
BEGIN_MESSAGE_MAP(CGameDlg, CDialog)
//{{AFX_MSG_MAP(CGameDlg)
ON_WM_TIMER()
ON_WM_CLOSE()
ON_WM_LBUTTONDOWN()
ON_WM_MOUSEMOVE()
//}}AFX_MSG_MAP
ON_CONTROL_RANGE(BN_CLICKED, IDC_STATIC0, IDC_STATIC15, OnPictureClick)
END_MESSAGE_MAP()
void CGameDlg::OnPictureClick(UINT nPicture)
{
if (isActive == true && nPicture == last)
{
// 打中一个地鼠,做相应操作
}
}
//
// 头文件 StaticEx.h
#ifndef _STATIC_EX_H
#define _STATIC_EX_H
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef ON_WM_MOUSELEAVE
#define ON_WM_MOUSELEAVE() \
{ WM_MOUSELEAVE, 0, 0, 0, AfxSig_vv, \
(AFX_PMSG)(AFX_PMSGW) \
(static_cast< void (AFX_MSG_CALL CWnd::*)(void) > ( /*&ThisClass :: */OnMouseLeave)) },
#endif
#ifndef ON_WM_MOUSEHOVER
#define ON_WM_MOUSEHOVER() \
{ WM_MOUSEHOVER, 0, 0, 0, AfxSig_vwp, \
(AFX_PMSG)(AFX_PMSGW)(void (AFX_MSG_CALL CWnd::*)(UINT, CPoint))&OnMouseHover },
#endif
class CStaticEx : public CStatic
{
public:
CStaticEx();
~CStaticEx();
void SetClickCursor(HCURSOR & cursor){clickCursor = cursor;}
void SetHoverCursor(HCURSOR & cursor){hoverCursor = cursor;}
protected:
//{{AFX_MSG(CStaticEx)
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg BOOL OnClicked();
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg BOOL OnSetCursor(CWnd* pWnd, UINT nHitTest, UINT message);
afx_msg LRESULT OnMouseLeave(WPARAM wParam, LPARAM lParam);
afx_msg LRESULT OnMouseHover(WPARAM wParam, LPARAM lParam);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
private:
HCURSOR clickCursor;
HCURSOR hoverCursor;
int m_bTracking;
};
#endif
//
// cpp文件 staticEx.cpp
#include "stdafx.h"
#include "StaticEx.h"
#ifdef BTNST_USE_SOUND
#pragma comment(lib, "winmm.lib")
#include <Mmsystem.h>
#endif
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
CStaticEx::CStaticEx()
{
m_bTracking = 1;
}
CStaticEx::~CStaticEx()
{
}
BEGIN_MESSAGE_MAP(CStaticEx, CStatic)
//{{AFX_MSG_MAP(CStaticEx)
ON_WM_MOUSEMOVE()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_SETCURSOR()
ON_CONTROL_REFLECT_EX(BN_CLICKED, OnClicked)
ON_MESSAGE(WM_MOUSELEAVE, OnMouseLeave)
ON_MESSAGE(WM_MOUSEHOVER, OnMouseHover)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BOOL CStaticEx::OnSetCursor(CWnd* pWnd, UINT nHitTest, UINT message)
{
//TraceNoop(_T("OnSetCursor\n"));
// ::SetCursor(hoverCursor);
return FALSE;
//return CStatic::OnSetCursor(pWnd, nHitTest, message);
}
void CStaticEx::OnMouseMove(UINT nFlags, CPoint point)
{
//TraceNoop(_T("OnMouseMove\n"));
if (m_bTracking)
{
TRACKMOUSEEVENT tme;
tme.cbSize = sizeof(TRACKMOUSEEVENT);
tme.dwFlags = TME_LEAVE | TME_HOVER;//要触发的消息
tme.hwndTrack = this->m_hWnd;
tme.dwHoverTime = 10;// 若不设此参数,则无法触发mouseHover 和 mouseLeave
// 鼠标在按钮上停留超过 50ms ,才认为状态为 HOVER
if (::_TrackMouseEvent(&tme)) //MOUSELEAVE|MOUSEHOVER消息由此函数触发
{
m_bTracking = 0;
}
}
CStatic::OnMouseMove(nFlags, point);
}
LRESULT CStaticEx::OnMouseLeave(WPARAM wParam, LPARAM lParam)
{
TraceNoop(_T("OnMouseLeave\n"));
m_bTracking = 1;
return 0;
}
LRESULT CStaticEx::OnMouseHover(WPARAM wParam, LPARAM lParam)
{
TraceNoop(_T("OnMouseHover\n"));
if (m_bTracking != 2)
{
TraceNoop(_T("SetCursor OnMouseHover\n"));
::SetCursor(hoverCursor);
}
m_bTracking = 2;
return 0;
}
void CStaticEx::OnLButtonUp(UINT nFlags, CPoint point)
{
TraceNoop(_T("OnLButtonUp\n"));
::SetCursor(hoverCursor);
CStatic::OnLButtonUp(nFlags, point);
}
void CStaticEx::OnLButtonDown(UINT nFlags, CPoint point)
{
TraceNoop(_T("OnLButtonDown\n"));
::SetCursor(clickCursor);
this->UpdateData(FALSE);
Sleep(50);
CStatic::OnLButtonDown(nFlags, point);
}
BOOL CStaticEx::OnClicked()
{
//TraceNoop(_T("OnClicked\n"));
//::SetCursor(clickCursor);
return FALSE;
}
疯狂打地鼠游戏核心代码(鼠标变锤子)
最新推荐文章于 2024-07-11 11:11:31 发布