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8月26日CJJ第14-15章

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// GameWnd.cpp : implementation file
//
#include "game.h"
#include "GameWnd.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// GameWnd
IMPLEMENT_DYNCREATE(GameWnd, CFrameWnd)
int i;
GameWnd::GameWnd()
{
Create(NULL,"创建窗口");
char ch[8];
for(int i=0;i<4;i++)
{
     for (int j=0;j<4;j++)
     {
         sprintf(ch,"%d.%d.bmp",i+1,j+1);
         bitmap[i][j]=new CBitmap;
         bitmap[i][j]->m_hObject=LoadImage(NULL,ch,IMAGE_BITMAP,200,200,LR_LOADFROMFILE);
     }
}
//bitmap=new CBitmap;
//bitmap->m_hObject=LoadImage(NULL,"1.bmp",IMAGE_BITMAP,200,200,LR_LOADFROMFILE);
mdc=new CDC;
CClientDC dc(this);
mdc->CreateCompatibleDC(&dc);
mdc->SelectObject(bitmap[0][0]);
i=0;
}
GameWnd::~GameWnd()
{
}
BEGIN_MESSAGE_MAP(GameWnd, CFrameWnd)
     //{{AFX_MSG_MAP(GameWnd)
     ON_WM_PAINT()
     ON_WM_CREATE()
     //}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// GameWnd message handlers
void GameWnd::OnPaint()
{
     CPaintDC dc(this); // device context for painting
    
         dc.BitBlt(0,0,200,200,mdc,0,0,SRCCOPY);
     // TODO: Add your message handler code here
     // Do not call CFrameWnd::OnPaint() for painting messages
}
int GameWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
     if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
         return -1;
    
     // TODO: Add your specialized creation code here
     SetTimer(1,100,NULL);
     return 0;
}
====================================================
gamewnd.cpp


1楼2010-08-26 22:55回复
    #define new DEBUG_NEW
    #endif
    //////////////////////////////////////////////////////////////////////
    // Construction/Destruction
    //////////////////////////////////////////////////////////////////////
    GameApp myApp;
    BOOL GameApp::InitInstance()
    {
         m_pMainWnd=new GameWnd;
         m_pMainWnd->ShowWindow(m_nCmdShow);
         m_pMainWnd->UpdateWindow();
          return TRUE;
    }
    GameApp::GameApp()
    {
    }
    GameApp::~GameApp()
    {
    }
    ==================================
    gameapp.cpp


    2楼2010-08-26 22:56
    回复
      // GameApp.h: interface for the GameApp class.
      //
      //////////////////////////////////////////////////////////////////////
      #if !defined(AFX_GAMEAPP_H__084A6321_B4DD_4CD4_859C_6986A65A1FAB__INCLUDED_)
      #define AFX_GAMEAPP_H__084A6321_B4DD_4CD4_859C_6986A65A1FAB__INCLUDED_
      #if _MSC_VER > 1000
      #pragma once
      #endif // _MSC_VER > 1000
      class GameApp : public CWinApp  
      {
      public:
           BOOL InitInstance();
           GameApp();
           virtual ~GameApp();
      };
      #endif // !defined(AFX_GAMEAPP_H__084A6321_B4DD_4CD4_859C_6986A65A1FAB__INCLUDED_)
      


      3楼2010-08-26 22:56
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        #if !defined(AFX_GAMEWND_H__BEC75A0F_6E78_44B2_BB52_11274935089C__INCLUDED_)
        #define AFX_GAMEWND_H__BEC75A0F_6E78_44B2_BB52_11274935089C__INCLUDED_
        #if _MSC_VER > 1000
        #pragma once
        #endif // _MSC_VER > 1000
        // GameWnd.h : header file
        //
        /////////////////////////////////////////////////////////////////////////////
        // GameWnd frame
        class GameWnd : public CFrameWnd
        {
             DECLARE_DYNCREATE(GameWnd)
        public:
             GameWnd();            // protected constructor used by dynamic creation
        // Attributes
        public:
        // Operations
        public:
             CDC* mdc;
             //CBitmap* bitmap;
        // Overrides
             // ClassWizard generated virtual function overrides
             //{{AFX_VIRTUAL(GameWnd)
             //}}AFX_VIRTUAL
        // Implementation
        public:
             CBitmap* bitmap[4][4];
             virtual ~GameWnd();
             // Generated message map functions
             //{{AFX_MSG(GameWnd)
             afx_msg void OnPaint();
             afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
             //}}AFX_MSG
             DECLARE_MESSAGE_MAP()
        };
        /////////////////////////////////////////////////////////////////////////////
        //{{AFX_INSERT_LOCATION}}
        // Microsoft Visual C++ will insert additional declarations immediately before the previous line.
        #endif // !defined(AFX_GAMEWND_H__BEC75A0F_6E78_44B2_BB52_11274935089C__INCLUDED_)
        


        4楼2010-08-26 22:57
        回复
          动画23


          5楼2010-08-26 22:58
          回复
            Cin.get();
            两个参数,一个是名字,一个是数量。保留一个结尾标志位置。
            Strcat(a,b)
            把数组B的内容接到A后面
            Strcpy(a,b)
            把B复制给A
            A没了。
            Strcmp(a,b)
            比较如果小为-1
            相等0
            为大1
            Strupr(a)
            将小写转化为大写
            Strlur(a)
            大写改小写
            Strlen(a)
            测试长度没有"\0"
                 函数类型   Operator[](int   i)
                   在类声明   限制数组下标的函数
                  


            6楼2010-08-27 12:36
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