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?? uformmain.pas

?? 單機(jī)版泡泡堂游戲源代碼
?? PAS
?? 第 1 頁 / 共 4 頁
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unit uFormMain;

interface

uses
  Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms,
  Dialogs, DXDraws, DXClass, DXSprite, DXInput, ZLib, StdCtrls;

type
  TGameScene = (
    gsLogin,
    gsMain,
    gsGameOver
    );

  TMoveDir = (mdNone, mdUp, mdDown, mdLeft, mdRight); //無,上,下,左,右

  TGoodsSprite = class(TImageSprite)
  private
    moveTimeOut: DWORD;
    moveTo: Boolean;
  protected
    procedure DoDraw; override;
    procedure DoCollision(Sprite: TSprite; var Done: Boolean); override;
    procedure DoMove(MoveCount: Integer); override;
  public
    AddWhat: Integer;                   //加什么
    constructor Create(AParent: TSprite); override;
  end;

  TButtonSprite = class(TImageSprite)
  public
    ObjName: string;
  end;

  TTile = record
    TileIndex: Integer;                 //保存地表的信息
    ObjIndex: Integer; //保存地表之上的處于人物之下的建筑或者物品
    CanMove: Boolean;                   //可以移動的
    CanDestroy: Boolean;                //可以摧毀的
  end;

  TTileSprite = class(TImageSprite)
  private
  protected
    procedure DoDraw; override;
  public
    BX, BY: Integer;
    isBackground: boolean;
    ShowZIndex: Boolean;
  end;

  TObjectSprite = class(TImageSprite)
  private
  protected
    procedure DoDraw; override;
  public
    BX, BY: Integer;
    Face: TImageSprite;
    ShowZIndex: Boolean;
  end;

  TCursorSprite = class(TImageSprite);

  TPlayerSprite = class(TImageSprite)
  private
    FShowDeadTiemOut: DWORD;
    FSpeed: Double;
    FDropBombTimeOut: DWORD;
    FAnimTimeOut: DWORD;
    FAnimTimeIndex: Integer;
    FAnimRun: boolean;
    OldX, OldY: double;
    ShadowImg: TPictureCollectionItem;
    OffsetX, OffsetY: Integer;
    UCount, DCount, LCount, RCount: Integer;
    BombList: TList;
    function GetLeft: double;
    function GetTop: double;
    procedure SetLeft(value: double);
    procedure SetTop(value: double);
    procedure ModifyZIndex(x, y: Double);
    function CanDropBomb(x, y: Double): boolean;
  protected
    procedure DoDraw; override;
    procedure DoCollision(Sprite: TSprite; var Done: Boolean); override;
    procedure DoMove(MoveCount: Integer); override;
  public
    gameOver: boolean;
    ID: Integer;
    MaxBombCount: integer;
    BombCount: Integer;
    Power: Integer;
    Speed: Double;
    OldDir, Dir: TMoveDir;
    Face: TImageSprite;
    BX, BY: Integer;
    HP: Integer;
    Exp: Integer;
    ShowDead: Boolean;
    constructor Create(AParent: TSprite); override;
    property Left: double read GetLeft write SetLeft;
    property Top: double read GetTop write SetTop;
    procedure SetZIndex(Z: integer);
  end;

  //地圖遮照層
  TBombTileSprite = class(TImageSprite);
  //炸彈類
  TBombSprite = class(TImageSprite)
  private
    FBombTimeOut: DWORD;                //爆炸時間
  protected
    procedure DoDraw; override;
  public
    Face: TBombTileSprite;
    RefPlayer: TPlayerSprite;
    BX, BY: integer;                    //矩陣索引
    newBomb: boolean;                   //新炸彈?可以越過
    procedure DoMove(MoveCount: Integer); override;
    constructor Create(AParent: TSprite; Player: TPlayerSprite);
    procedure BuilderFire;
  end;

  TFireSprite = class(TImageSprite)
  private
    FFireTimeOut: DWORD;
  protected
    procedure DoDraw; override;
  public
    PlayerZ: integer;                   //保存玩家Z坐標(biāo)
    Bx, By: Integer;
    CanBreakObject: Boolean;
    procedure DoMove(MoveCount: Integer); override;
    procedure DoCollision(Sprite: TSprite; var Done: Boolean); override;
    constructor Create(AParent: TSprite); override;
  end;

  TMap = class
  public
    width, height, left, top: Integer;
  end;

  TFormMain = class(TDXForm)
    DXDraw: TDXDraw;
    DXInput: TDXInput;
    DXSpriteEngine: TDXSpriteEngine;
    DXTimer: TDXTimer;
    DXImageList: TDXImageList;
    Edit1: TEdit;
    Edit2: TEdit;
    ComboBox1: TComboBox;
    procedure FormCreate(Sender: TObject);
    procedure DXTimerTimer(Sender: TObject; LagCount: Integer);
    procedure DXDrawMouseMove(Sender: TObject; Shift: TShiftState; X,
      Y: Integer);
    procedure FormKeyDown(Sender: TObject; var Key: Word;
      Shift: TShiftState);
    procedure FormDestroy(Sender: TObject);
    procedure DXDrawMouseUp(Sender: TObject; Button: TMouseButton;
      Shift: TShiftState; X, Y: Integer);
  private
    MapTile: array[0..14, 0..12] of TTile;
    PlayerArray: array[0..1] of TPoint;
    Player1: TPlayerSprite;
    Player2: TPlayerSprite;
    FExitButton: TButtonSprite;
    TileList: TStrings;
    PlayerList: TStrings;
    CursorSprite: TCursorSprite;
    GameState: TGameScene;
    procedure InitMap(Cnt_testMapName: string);
    procedure InitMapTile;
    procedure InitImageList;
    procedure InitPlayer;
    procedure InitScreen;
    procedure InitSysCursor;
    procedure InitUI;
    procedure InitGameMapList;
    procedure StartGame(lagcount: Integer);
    //    procedure UpdateMapView(LagCount: Integer);
    function GetPlayerPos(playerID: Integer): TPoint;
  public
    { Public declarations }
  end;

const
  Cnt_TileWidth     = 40;               //Tile 寬
  Cnt_TileHeight    = 40;               //Tile 高
  Cnt_TileWidthCount = 14;              // 0..14 =15 ,屏幕列數(shù) ,寬度=600
  Cnt_TileHeightCount = 12;             //0..12 =13 ,屏幕行數(shù) ,高度=520
  Cnt_HighTile      = 56;
  Cnt_MaxPlayer     = 1;                //0..1=2
  Cnt_OffsetX       = 20;               //偏移坐標(biāo)x
  Cnt_OffsetY       = 40;               //偏移坐標(biāo)y
  Cnt_PlayerTop     = 57 - Cnt_TileHeight; //修剪高度
  Cnt_PlayerLeft    = 48 - Cnt_TileWidth; //修剪寬度
  Cnt_MapWidth      = Cnt_TileWidthCount * Cnt_TileWidth;
  Cnt_MapHeight     = Cnt_TileHeightCount * Cnt_TileHeight;
  Cnt_AnimTimeout   = 100;
  TestSpeed         = 8000;
  Cnt_BombTimeOut   = 4000;             //5秒
  Cnt_FireTimeOut   = 200;              //0.3 秒
  Cnt_DropBombTimeOut = 210;            //一秒
  Cnt_ModifyPlayerPosWidth = 20;        //修正坐標(biāo)
  Cnt_ShowDeadTimeOut = 6000;           //顯示6秒

var
  FormMain          : TFormMain;
  grx, gry          : Integer;

implementation

{$R *.dfm}
{ Compress a stream }

procedure CompressStream(inpStream, outStream: TStream);
var
  InpBuf, OutBuf    : Pointer;
  InpBytes, OutBytes: Integer;
begin
  InpBuf := nil;
  OutBuf := nil;
  try
    GetMem(InpBuf, inpStream.Size);
    inpStream.Position := 0;
    InpBytes := inpStream.Read(InpBuf^, inpStream.Size);
    CompressBuf(InpBuf, InpBytes, OutBuf, OutBytes);
    outStream.Write(OutBuf^, OutBytes);
  finally
    if InpBuf <> nil then
      FreeMem(InpBuf);
    if OutBuf <> nil then
      FreeMem(OutBuf);
  end;
end;

{ Decompress a stream }

procedure DecompressStream(inpStream, outStream: TStream);
var
  InpBuf, OutBuf    : Pointer;
  OutBytes, sz      : Integer;
begin
  InpBuf := nil;
  OutBuf := nil;
  sz := inpStream.Size - inpStream.Position;
  if sz > 0 then
  try
    GetMem(InpBuf, sz);
    inpStream.Read(InpBuf^, sz);
    DecompressBuf(InpBuf, sz, 0, OutBuf, OutBytes);
    outStream.Write(OutBuf^, OutBytes);
  finally
    if InpBuf <> nil then
      FreeMem(InpBuf);
    if OutBuf <> nil then
      FreeMem(OutBuf);
  end;
  outStream.Position := 0;
end;

procedure TFormMain.InitMap(Cnt_testMapName: string);
var
  MapFileName       : string;
  FileHandle        : Integer;
  ms1, ms2          : TMemoryStream;
begin

  MapFileName := ExtractFilePath(Application.ExeName) + 'Map\' +
    Cnt_testMapName;
  fillChar(MapTile, SizeOf(MapTile), 0);
  ms1 := TMemoryStream.Create;
  ms2 := TMemoryStream.Create;
  try
    try
      ms1.LoadFromFile(MapFileName);
      DecompressStream(ms1, ms2);
      ms2.SaveToFile(MapFileName + '.tmp');
    finally
      ms1.Free;
    end;
  finally
    ms2.Free;
  end;

  if FileExists(MapFileName + '.tmp') then
  begin
    FileHandle := FileOpen(MapFileName + '.tmp', fmOpenRead);
    FileSeek(FileHandle, 0, 0);
    FileRead(FileHandle, MapTile, SizeOf(MapTile));
    FileRead(FileHandle, PlayerArray, SizeOf(PlayerArray));
    FileClose(FileHandle);
    DeleteFile(MapFileName + '.tmp');
  end;

end;

procedure TFormMain.FormCreate(Sender: TObject);
begin
  TileList := TStringList.Create;
  PlayerList := TStringList.Create;
  GameState := gsLogin;
  Self.InitScreen;
  Self.InitImageList;
  Self.InitGameMapList;
  Self.InitSysCursor;
end;

function TFormMain.GetPlayerPos(playerID: Integer): TPoint;
begin
  Result.X := PlayerArray[playerID].X;
  Result.Y := PlayerArray[playerID].Y;
end;

procedure TFormMain.InitImageList;
var
  MapFileName       : string;
  FileHandle        : Integer;
  ms1, ms2          : TMemoryStream;
begin

  MapFileName := ExtractFilePath(ParamStr(0)) + 'Data\gameRes.Dat';
  ms1 := TMemoryStream.Create;
  ms2 := TMemoryStream.Create;
  try
    try
      ms1.LoadFromFile(MapFileName);
      DecompressStream(ms1, ms2);
      ms2.SaveToFile(MapFileName + '.tmp');
    finally
      ms1.Free;
    end;
  finally
    ms2.Free;
  end;

  if FileExists(MapFileName + '.tmp') then
  begin
    DXImageList.Items.LoadFromFile(MapfileName + '.tmp');
    DeleteFile(MapFileName + '.tmp');
  end;

  //  DXImageList.Items.LoadFromFile(ExtractFilePath(ParamStr(0)) +
  //    'Data\gameRes.Dat');
  DXImageList.Items.MakeColorTable;
  DXDraw.ColorTable := DXImageList.Items.ColorTable;
  DXDraw.DefColorTable := DXImageList.Items.ColorTable;
  DXDraw.UpdatePalette;
end;

procedure TFormMain.DXTimerTimer(Sender: TObject; LagCount: Integer);
begin
  if not DXDraw.CanDraw then
    Exit;
  DXInput.Update;
  DXDraw.Surface.Fill(0);

  case GameState of
    gsLogin:
      begin
        DXImageList.Items.Find('title').Draw(DxDraw.Surface, 0, 0, 0);
      end;
    gsMain: StartGame(lagcount);
    gsGameOver:
      begin
        player1.gameOver := TRUE;
        player2.gameOver := TRUE;

        DXImageList.Items.FInd('dialog').Draw(DXDraw.Surface, 100, 100, 0);
        with DXDraw.Surface.Canvas do
        begin
          Brush.Style := bsClear;
          Font.Color := clRed;
          Font.Size := 12;
          if Player1.ShowDead then
          begin
            Textout(120, 130, Edit1.text + ' 失敗!');
            DXImageList.Items.Find('flag').Draw(DXDraw.Surface, 120, 150, 1);
          end
          else
          begin
            Textout(120, 130, Edit1.text + ' 勝利!');
            DXImageList.Items.Find('flag').Draw(DXDraw.Surface, 120, 150, 0);
          end;

          if Player2.ShowDead then
          begin
            Textout(120, 210, Edit2.text + ' 失敗!');
            DXImageList.Items.Find('flag').Draw(DXDraw.Surface, 120, 230, 1);
          end
          else
          begin
            Textout(120, 210, Edit2.text + ' 勝利!');
            DXImageList.Items.Find('flag').Draw(DXDraw.Surface, 120, 230, 0);
          end;

          Release;
        end;

      end;
  end;
  if gameState = gsMain then
    if CursorSprite <> nil then
      CursorSprite.DoDraw;
  DXDraw.Flip;

end;

procedure TFormMain.DXDrawMouseMove(Sender: TObject; Shift: TShiftState; X,
  Y: Integer);
var
  bsR               : TRect;
  Pt                : TPoint;
begin
  if gameState = gsMain then
    if CursorSprite <> nil then
    begin
      CursorSprite.X := X;
      CursorSprite.Y := Y;
    end;
  if GameState = gsMain then
    if FExitButton <> nil then
    begin

      BsR :=
        Rect(
        Trunc(FExitButton.X),
        Trunc(FExitButton.Y),
        Trunc(FExitButton.x) + FExitButton.Width,
        Trunc(FExitButton.y) + FExitButton.Height
        );

      Pt.X := X;
      Pt.Y := y;
      if PtInRect(BsR, Pt) then
        FExitButton.AnimStart := 3
      else
        FExitButton.AnimStart := 2;
    end;
end;

procedure TFormMain.FormKeyDown(Sender: TObject; var Key: Word;
  Shift: TShiftState);
var
  i                 : integer;
begin

  if (key = vk_return) and (gameState = gsGameOver) then
  begin
    gameState := gsLogin;
    edit1.Visible := gamestate = gslogin;
    edit2.Visible := gamestate = gslogin;
    ComboBox1.visible := gamestate = gslogin;

    for i := DXSpriteEngine.Engine.Count - 1 downto 0 do
      if DXSPriteEngine.Engine.Items[i] is TSprite then
        TSPrite(DXSpriteENgine.Engine.Items[i]).Free;
    Self.TileList.Clear;
    fillChar(Self.MapTile, SizeOf(MapTile), 0);
    fillChar(Self.PlayerArray, sizeOf(PlayerArray), 0);
    Self.InitSysCursor;
  end;
  {  Application end  }

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亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
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