我編寫的俄羅斯方塊原始碼,支援單機對戰,可定製方塊數,鍵盤等!!! (轉)

gugu99發表於2008-04-27
我編寫的俄羅斯方塊原始碼,支援單機對戰,可定製方塊數,鍵盤等!!! (轉)[@more@]

沒有UI部分,要修改玩家人數,方塊數,顏色,鍵盤請看CGameController的Start,請大家提提意見,我想做成像上海熱線的俄羅斯方塊,支援對戰。(應該不改動的整體結構),

//head file  Diamond.h

// Diamond.h: interface for the CDiamond class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_)
#define AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

class IGame;  //inteface of game ,one mean a
class IGameController;  //inteface of game controller,control communication of players

typedef CTypedPtrList CGames;  //all player in the game

class  IGameController
{
//construction/destruction
public:
 virtual ~IGameController(){};

//public interface
public:
 virtual void OnEraseLines(IGame*,long) = 0 ;  //when a player erase lines,call it
 virtual void OnGameOver(IGame*) = 0 ;  //when a player dies ,call it
};


//a block of a diamond
struct CBlock
{
 long  m_x ;
 long  m_y ;
};


//
class  IGame:public C
{
//construction/destruction
public:
 virtual ~IGame(){};

//public interface
public:
 virtual void OnKey(long) = 0 ;  //recieve key event
 virtual void Start() = 0 ;  //recieve start event
 virtual bool IsOver()=0 ;  //if the player die?
 virtual void OnEraseLines(IGame* fromGame,long lines)=0; /* called by the game controller when other player erase lines .*/
 virtual void Draw()=0; // draw self
};

//draw inteface
class IDrawDrv
{
//construction/destruction
public:
 virtual ~IDrawDrv(){};

//public interface
public:
 virtual ShowBlocks(long x,long y,long xs,long ys)=0;  //show blocks
 virtual HBlocks(long x,long y,long xs,long ys)=0;  //hide blocks
};

//implement of IDrawDrv of

class CDrawDrvWindowsImp :public IDrawDrv
{

//construction/destruction
public:
 CDrawDrvWindowsImp(POINT,COLORREF,COLORREF,long,CDC*);
 virtual ~CDrawDrvWindowsImp(){};
private:
 CDrawDrvWindowsImp(const CDrawDrvWindowsImp&);
 void operator=(const  CDrawDrvWindowsImp&);

//public interface
public:
 virtual ShowBlocks(long x,long y,long xs,long ys); 
 virtual HideBlocks(long x,long y,long xs,long ys);

//implements
private:
 POINT  m_OrgPoint ; 
 COLORREF m_BlockColor;  //block color
 COLORREF m_BgColor;   // bg color
 long  m_BlockSize;  // pts of a block
 CDC*  m_pDC; 
 
 CBrush  m_BlockBrush; 
 CBrush  m_BorderBrush;
 CBrush  m_BgBrush;
};


//
class CGameController:public IGameController
{

//construction/destruction
public :
 CGameController();
 ~CGameController();
private:
 
 CGameController(const CGameController&);
 void operator=(const  CGameController&);

//public interface
public:
 virtual void OnEraseLines(IGame*,long) ;//called by players ,when them erase lines
 virtual void OnGameOver(IGame*);  //called by players,when them die

 void  Start(CDC*);  //start game!
 void  Pause();  //pause game,or restart game
 void  End();  //end game

 void  OnDraw();  //paint event
 void  OnKey(long key);  //key event

//implements
private:
 CGames  m_Games;
 CDC*  m_pDC;
 enum GamesStatus
 {
 STATUS_TO_START,
  STATUS_PLAYING,
 STATUS_PAUSE,
 STATUS_END
 };
 GamesStatus m_Status;
 void  Clean();
};

 

class CKeyController //key config ,player can custome their key
{
//construction/destruction
public:
 CKeyController(){};
 ~CKeyController(){};
private:
 void  operator=(const CKeyController&);

//public interface
public:
 long  RIGHT;
 long  LEFT ;
 long  DOWN;
 long  NEXT;
 long  DROP;
 long  START;
  friend class CGame;
 friend class CGameController;

//implements

};

//diamond
class CDiamond
{
//construction/destruction
public:
 static CDiamond* CreateAnInstance(long x,long y);  //ran create a diamond
 CDiamond(const CDiamond&);
 ~CDiamond();
private :
 CDiamond();
 void operator=(const  CDiamond&);

//public interface
public:
 long  GetBlockCount();  //get blocks count, to support other type diamonds
 CBlock* GetBlock(long);  // get a block ,by index
 void  Left();  // left a diamond
 void  Right();  // right a diamond
 void  Down();  //down a diamond
 void  Next();  //retate a diamond
 void  Draw(IDrawDrv*,bool);  //draw a diamond
 long  GetStartX(){return m_x;}; //get start x position
 long  GetStartY(){return m_y;};  // get start y position

//implements
private:
 long  m_x ;
 long  m_y ;
 long  m_index;
 long m_Blocks;
  CBlock* m_pBlocks;
};

//player of game
class CGame:public IGame
{
//construction/destruction
public:
 CGame(IGameController*,IDrawDrv*,CKeyController,long wBlocks,long hBlocks);
 virtual ~CGame();
private:
 CGame(const CGame&);
 void operator=(const CGame&);

//public interface
public:
 virtual void OnKey(long);  //recieve key event
 virtual void Start();  //recieve start event
 virtual bool IsOver();  //if is die?
 virtual void OnEraseLines(IGame* fromGame,long lines);
  void Draw();

//implements 
private: 

 void Init();  //init
 void LeftDiamond(); 
 void RightDiamond();
 bool CanDown();
 void DownDiamond();
 void NextDiamond();
 void DropDiamond();
 long EraseLines();
 long GetBlockInfo(long,long);  //get block info of game ,1 mean is have block,0 mean no block,
 void SetBlockInfo(long x,long y,long v);
 void OnDownADiamond();  //called when a diamond can not down more
  bool IsValidDiamond(CDiamond*);  //if the diamond is valid ?
 void Clean();  //re clean
 void Show();//de //debug use,to print data struct of the player
  void OnGameOver();

private:
 long  m_WidthBlocks  ;
 long  m_HeightBlocks ;
 long* m_pBlocks;
 CDiamond* m_pCurrDiamond; 
 IGameController*  m_pController;
 IDrawDrv*  m_pDraw;
 CKeyController m_KeyCtl;

 enum GameStatus
 {
 STATUS_PLAYING,
 STATUS_GAMEOVER
 };
 GameStatus  m_Status ;
 
};

#endif // !defined(AFX_DIAMOND_H__1B1DE2E7_A3B8_4D43_9079_AF2AC021F899__INCLUDED_)

//implement  Diamond.cpp

// Diamond.cpp: implementation of the CDiamond class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "MDiamond.h"
#include "Diamond.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//block data
CBlock  g_Blocks0[] = {{0,-1},{0,-2},{1,-1},{1,-2}};

CBlock  g_Blocks1[] = {{0,-1},{1,-1},{1,-2},{1,-3}};
CBlock  g_Blocks2[] = {{0,-2},{1,-2},{2,-2},{2,-1}};
CBlock  g_Blocks3[] = {{1,-1},{1,-2},{1,-3},{2,-3}};
CBlock  g_Blocks4[] = {{0,-1},{1,-1},{2,-1},{0,-2}};

CBlock  g_Blocks5[] = {{1,-1},{1,-2},{1,-3},{2,-1}};
CBlock  g_Blocks6[] = {{0,-1},{1,-1},{2,-1},{2,-2}};
CBlock  g_Blocks7[] = {{1,-1},{1,-2},{1,-3},{0,-3}};
CBlock  g_Blocks8[] = {{0,-1},{0,-2},{1,-2},{2,-2}};

CBlock  g_Blocks9[] = {{0,-1},{1,-1},{2,-1},{1,-2}};
CBlock  g_Blocks10[] = {{0,-2},{1,-1},{1,-2},{1,-3}};
CBlock  g_Blocks11[] = {{1,-1},{0,-2},{1,-2},{2,-2}};
CBlock  g_Blocks12[] = {{1,-1},{1,-2},{1,-3},{2,-2}};

CBlock  g_Blocks13[] = {{0,-1},{0,-2},{1,-2},{1,-3}};
CBlock  g_Blocks14[] = {{0,-2},{1,-2},{1,-1},{2,-1}};

CBlock  g_Blocks15[] = {{1,-1},{1,-2},{0,-2},{0,-3}};
CBlock  g_Blocks16[] = {{0,-1},{1,-1},{1,-2},{2,-2}};

CBlock  g_Blocks17[] = {{0,-1},{1,-1},{2,-1},{3,-1}};
CBlock  g_Blocks18[] = {{2,-1},{2,-2},{2,-3},{2,-4}};

CBlock* g_Blocks[] = {g_Blocks0,
 
  g_Blocks1,
  g_Blocks2,
  g_Blocks3,
  g_Blocks4,

  g_Blocks5,
  g_Blocks6,
  g_Blocks7,
  g_Blocks8,
 
  g_Blocks9,
  g_Blocks10,
  g_Blocks11,
  g_Blocks12,
 
  g_Blocks13,
  g_Blocks14,
 
  g_Blocks15,
  g_Blocks16,
 
  g_Blocks17,
  g_Blocks18}; 
 

long g_BlockNexts[] = {0,2,3,4,1,6,7,8,5,10,11,12,9,14,13,16,15,18,17};

//CDiamond
CDiamond::CDiamond()
{
}

CDiamond* CDiamond::CreateAnInstance(long x,long y)
{
 static int LastIndex = 0 ;
 CDiamond* d = new CDiamond();
 srand((unsigned)time(NULL)+LastIndex);
 long index = rand() % 19  ;
 //long index = 17;
  d->m_Blocks = 4 ;
 d->m_index = index ;
 d->m_x = x;
 d->m_y = y;
 d->m_pBlocks = g_Blocks[index] ;

 LastIndex = index ;
 return d;
}

CDiamond::CDiamond(const CDiamond& d)
{
 m_x  = d.m_x ;
 m_y  = d.m_y ;
 m_index = d.m_index;
 m_Blocks = d.m_Blocks ;
  m_pBlocks = d.m_pBlocks ;
}


CDiamond::~CDiamond()
{
 
}

long CDiamond::GetBlockCount()
{
 return m_Blocks ;
}

CBlock*  CDiamond::GetBlock(long i)
{
 return &m_pBlocks[i];
}

void  CDiamond::Left()
{
 m_x -- ;
}

void CDiamond::Right()
{
 m_x ++ ;
}

void CDiamond::Next()
{
 m_index = g_BlockNexts[m_index];
 m_pBlocks = g_Blocks[m_index];
}

void CDiamond::Down()
{
 m_y -- ;
}

void CDiamond::Draw(IDrawDrv* d,bool bShow=true)
{
 long count = GetBlockCount();
 for(int i=0;i {
 CBlock* b = GetBlock(i);
 if(bShow)
 {
 d->ShowBlocks(m_x+b->m_x,m_y+b->m_y,1,1);
 }
 else
 {
 d->HideBlocks(m_x+b->m_x,m_y+b->m_y,1,1);
 }
 }
}


//CGame
CGame::CGame(IGameController* p,IDrawDrv* d,CKeyController key,long wBlocks,long hBlocks)
: m_WidthBlocks(wBlocks),m_HeightBlocks(hBlocks),m_KeyCtl(key)
{
 m_pController = p ;
 
 
 //pointers,need to be clean
 m_pBlocks = NULL;
 m_pCurrDiamond = NULL;
 m_pDraw = d ;
 Init();
}

void  CGame::OnKey(long keycode)
{
 if(keycode==-1)  //-1 mean down
 {
 DownDiamond();
 }
 if(keycode==m_KeyCtl.LEFT)
 {
 LeftDiamond();
 }
 if(keycode==m_KeyCtl.RIGHT)
 {
 RightDiamond();
 }
 if(keycode==m_KeyCtl.DOWN)
 {
 DownDiamond();
 }
 if(keycode==m_KeyCtl.NEXT)
 {
 NextDiamond();
 }
 if(keycode==m_KeyCtl.DROP)
 {
 DropDiamond();
 }
 
}

CGame::~CGame()
{
 Clean();
}

void  CGame::Init()
{
 if(NULL==m_pBlocks)
 {
 long count = m_WidthBlocks * m_HeightBlocks ;
 m_pBlocks = new long[count];
 for(int i=0 ;i {
 m_pBlocks[i] = 0;
 }
 }
 if(NULL==m_pCurrDiamond)
 {
 m_pCurrDiamond = CDiamond::CreateAnInstance(m_WidthBlocks/2,m_HeightBlocks);
 }

}

void CGame::Clean()
{
 if(m_pCurrDiamond!=NULL) delete m_pCurrDiamond;
 if(m_pBlocks!=NULL)  delete [] m_pBlocks;
 if(m_pDraw!=NULL)  delete m_pDraw ;
}


void  CGame::Start()
{
 Init();
 m_Status = STATUS_PLAYING;
}
bool CGame::IsOver()
{
 return (STATUS_GAMEOVER==m_Status) ;
}

void CGame::OnGameOver()
{
 m_Status = STATUS_GAMEOVER;
}

void CGame::OnEraseLines(IGame* fromGame,long lines)
{
 static int seed = 0 ;
 
 int i ;
 int j ;
 int AddLines = lines - 1;
 //random add lines to self


 //check if d
 for(i=0;i {
 for(j=(m_HeightBlocks-AddLines);j {
 if(1==GetBlockInfo(i,j))
 {
 OnGameOver();
 return ;
 }
 }
 }
 
 //add lines
 for(i=0;i {
 for(j=m_HeightBlocks-1;j>=AddLines;j--)
 {
 SetBlockInfo(i,j,GetBlockInfo(i,j-AddLines));
 }
 }

 for(i=0;i {
 srand((unsigned)time(NULL)+seed);
 long v = rand() % 2  ;
 for(j=0;j {
 SetBlockInfo(i,j,v);
 }
 seed ++ ;
 }
 
 //fixed
 for(i=0;i {
 srand((unsigned)time(NULL)+seed);
 int x = rand() % m_WidthBlocks  ;
 SetBlockInfo(x,i,1);
 seed++;
 x = m_WidthBlocks - 1 - x ;
 SetBlockInfo(x,i,0);
 }
 Draw();
}

long CGame::GetBlockInfo(long x,long y)
{
 if(y>=m_HeightBlocks) return -1 ; //out of game panel
 long p= y * m_WidthBlocks + x ;
 return m_pBlocks[pos]  ;
}
void CGame::SetBlockInfo(long x,long y,long v)
{
 if(x>=m_WidthBlocks || y>=m_HeightBlocks) return ; //out of game panel
 long pos = y * m_WidthBlocks + x ;
 m_pBlocks[pos] = v  ;
}

bool  CGame::IsValidDiamond(CDiamond* d)
{

 long x = d->GetStartX();
 long y = d->GetStartY();
 
 CBlock* b;
 for(int i=0;iGetBlockCount();i++)
 {
 b = d->GetBlock(i);
 if((x+b->m_x)<0)  return false;  //left check
 if((x+b->m_x)>=m_WidthBlocks) return false; //right check
 if((y+b->m_y)>=m_HeightBlocks) return false; //top check
 if((y+b->m_y)<0) return false; //bottom check
 if(1==GetBlockInfo(x+b->m_x,y+b->m_y)) return false;  //block check
 }
 return true;
}


void CGame::LeftDiamond()
{
 CDiamond t(*m_pCurrDiamond);
 t.Left();
 if(IsValidDiamond(&t))
 {
 m_pCurrDiamond->Draw(m_pDraw,false); 
 m_pCurrDiamond->Left();
 m_pCurrDiamond->Draw(m_pDraw); 
 }
}

void CGame::RightDiamond()
{
 CDiamond t(*m_pCurrDiamond);
 t.Right();
 if(IsValidDiamond(&t))
 {
 m_pCurrDiamond->Draw(m_pDraw,false); //hide
 m_pCurrDiamond->Right();
 m_pCurrDiamond->Draw(m_pDraw);
 }
}

void CGame::NextDiamond()
{
 CDiamond t(*m_pCurrDiamond);
 t.Next();
 if(IsValidDiamond(&t))
 {
 m_pCurrDiamond->Draw(m_pDraw,false); //
 m_pCurrDiamond->Next();
 m_pCurrDiamond->Draw(m_pDraw);
 }
}

bool CGame::CanDown()
{
 CDiamond t(*m_pCurrDiamond);
 t.Down();
 
 return IsValidDiamond(&t);
}

void CGame::DropDiamond()
{
 m_pCurrDiamond->Draw(m_pDraw,false);
 while(CanDown())
 {
 m_pCurrDiamond->Down();
 }
 OnDownADiamond();
}

void CGame::DownDiamond()
{
 if(!CanDown())
 {
 OnDownADiamond();
 }
 else
 {
 m_pCurrDiamond->Draw(m_pDraw,false);
 m_pCurrDiamond->Down();
 m_pCurrDiamond->Draw(m_pDraw);
 } 
}

void CGame::OnDownADiamond()
{

 CBlock* b ;
 for(int i=0;iGetBlockCount();i++)
 {
  b = m_pCurrDiamond->GetBlock(i);
 SetBlockInfo(m_pCurrDiamond->GetStartX() + b->m_x,
  m_pCurrDiamond->GetStartY() + b->m_y,
  1);
 }
 long lines = EraseLines();
  if(lines>0)
 {
 m_pController->OnEraseLines(this,lines); 
 }
 delete m_pCurrDiamond;
 
 m_pCurrDiamond = CDiamond::CreateAnInstance(m_WidthBlocks/2,m_HeightBlocks);
 if(!IsValidDiamond(m_pCurrDiamond))
 {
 OnGameOver();
 return ;
 }
  Draw();
}

long CGame::EraseLines()
{
 long count = m_WidthBlocks * m_HeightBlocks ;
 long* pNewBlocks = new long[count];
 for(int ii=0 ;ii {
 pNewBlocks[ii] = 0;
 }

 bool bErase ;
 int  lines = 0 ;
 int  fillLines = 0 ;

 for(int i=0 ;i {
 bErase = true ;
 
 for(int j=0;j {
 if(0==GetBlockInfo(j,i))
 {
 bErase = false;
 break;
 }
 }
 
  if(bErase)
 {
 lines++;
 }
 else
 {
 memcpy(&pNewBlocks[m_WidthBlocks*fillLines],&m_pBlocks[m_WidthBlocks*i],sizeof(long)*m_WidthBlocks);
 fillLines ++;
 }
 }
 delete []m_pBlocks ;
 m_pBlocks = pNewBlocks ;
 
 return lines ;
}

void CGame::Show()
{
 CString s = "" ;
 CString a ;
 for(int i=0;i {
 for(int j=0;j {
 if(1==GetBlockInfo(j,i))
 {
 s += "1," ;
 }
 else
 {
 s += "0," ;
 }

 }
 s += "n" ;
 }
 AfxMessageBox(s);
}

void CGame::Draw()
{
 for(int i=0;i {
 for(int j=0;j {
 if(GetBlockInfo(j,i)==1)
 {
 m_pDraw->ShowBlocks(j,i,1,1);
 }
 else
 {
 m_pDraw->HideBlocks(j,i,1,1);
 }
 }
 }
 m_pCurrDiamond->Draw(m_pDraw);
}

 

//=class:CDrawDrvWindowsImp=//

CDrawDrvWindowsImp::CDrawDrvWindowsImp(POINT p,COLORREF block_color,COLORREF bg_color,long block_size,CDC* pDC)
:m_OrgPoint(p),m_BlockColor(block_color),m_BgColor(bg_color),m_BlockSize(block_size),m_BlockBrush(block_color),m_BgBrush(bg_color),m_BorderBrush(RGB(255,255,255)) 
{
 m_pDC = pDC;
}

CDrawDrvWindowsImp::ShowBlocks(long x,long y,long xs,long ys)
{
 RECT rect;
 rect.left = m_OrgPoint.x + x * m_BlockSize;
 rect.top  = m_OrgPoint.y - ( y + 1) * m_BlockSize ;
 rect.right = rect.left + xs * m_BlockSize ;
 rect.bottom = rect.top + ys * m_BlockSize ;
 
 m_pDC->FillRect(&rect,&m_BorderBrush);
 rect.left ++ ;
 rect.top ++;
  m_pDC->FillRect(&rect,&m_BlockBrush);
}

CDrawDrvWindowsImp::HideBlocks(long x,long y,long xs,long ys)
{
 RECT rect;
 rect.left = m_OrgPoint.x + x * m_BlockSize;
 rect.top  = m_OrgPoint.y - ( y + 1) * m_BlockSize ;
 rect.right = rect.left + xs * m_BlockSize ;
 rect.bottom = rect.top + ys * m_BlockSize ;
  m_pDC->FillRect(&rect,&m_BgBrush);
}


//CGameController
CGameController::CGameController()
{
 m_Status = STATUS_TO_START;
}

CGameController::~CGameController()
{
 Clean();
}
void CGameController::Clean()
{
 POSITION  pos ;
 pos = m_Games.GetHeadPosition();
 IGame*  p;
 while(pos)
 {
 p = m_Games.GetNext(pos);
 delete p ;
 }
}

void CGameController::OnEraseLines(IGame* pFromGame,long lines)
{
 if(lines<2)
 {
 return ;
 }
 POSITION  pos ;
 pos = m_Games.GetHeadPosition();
 IGame*  p;
 while(pos)
 {
 p = m_Games.GetNext(pos);
 if(p!=pFromGame)
 {
 if(!p->IsOver())
 {
 p->OnEraseLines(pFromGame,lines);
 }
 }
 }
}

void CGameController::OnGameOver(IGame* pGame)
{
 POSITION  pos ;
 pos = m_Games.GetHeadPosition();
 IGame*  p;
 bool  bEnd = true;
 while(pos)
 {
 p = m_Games.GetNext(pos);
 if(p->IsOver())
 {
  bEnd = false; 
 }
 }
 if(bEnd)
 {
 End();
 }
}


void CGameController::Start(CDC* pDC)
{

 IGame*  pGame;
 IDrawDrv* pDraw;
 long  BlockSize;
 long  WidthBlocks;
 long  HeightBlocks;
 COLORREF BlockColor;
 COLORREF BgColor;
 POINT StartPos ;
 CKeyController key ;

 //game0
 BlockSize = 18 ;
 WidthBlocks = 14;
 HeightBlocks = 20 ;
  BlockColor = RGB(255,0,0);
 BgColor = RGB(160,0,0);
 StartPos.x = 10 ;
 StartPos.y = 60  + BlockSize * HeightBlocks ;
 key.DOWN = 'S' ;
 key.LEFT = 'A' ;
 key.RIGHT ='D';
 key.NEXT  = 'W';
 key.DROP = 'G' ;
 
 pDraw = new CDrawDrvWindowsImp(StartPos,BlockColor,BgColor,BlockSize,pDC);
 pGame = new CGame(this,pDraw,key,WidthBlocks,HeightBlocks);
 m_Games.AddTail(pGame);


 //game1
 BlockSize = 18 ;
 WidthBlocks = 14;
 HeightBlocks = 20 ;
  BlockColor = RGB(255,0,0);
 BgColor = RGB(160,0,0);
 StartPos.x = 350 ;
 StartPos.y = 60  + BlockSize * HeightBlocks ;
 key.DOWN = 40 ;
 key.LEFT = 37 ;
 key.RIGHT = 39;
 key.NEXT  = 38;
 key.DROP = 'L' ;
 
 pDraw = new CDrawDrvWindowsImp(StartPos,BlockColor,BgColor,BlockSize,pDC);
 pGame = new CGame(this,pDraw,key,WidthBlocks,HeightBlocks);
 m_Games.AddTail(pGame);

 m_Status = STATUS_PLAYING;
}

void CGameController::Pause()
{
 if(m_Status == STATUS_PAUSE)
 {
 m_Status = STATUS_PLAYING;
 }
 else
 {
 m_Status = STATUS_PAUSE;
 }

void CGameController::End()
{
 m_Status = STATUS_END;
 Clean();
}

void CGameController::OnDraw()
{
 POSITION  pos ;
 pos = m_Games.GetHeadPosition();
 IGame*  p;
 while(pos)
 {
 p = m_Games.GetNext(pos);
 if(!p->IsOver())
 {
 p->Draw();
 }
 }
}

void CGameController::OnKey(long keycode)
{
 
 if(m_Status!=STATUS_PLAYING) return ;
 POSITION  pos ;
 pos = m_Games.GetHeadPosition();
 IGame*  p;
 while(pos)
 {
 p = m_Games.GetNext(pos);
 if(!p->IsOver())
 {
 p->OnKey(keycode);
 }
 }
}


來自 “ ITPUB部落格 ” ,連結:http://blog.itpub.net/10748419/viewspace-1003043/,如需轉載,請註明出處,否則將追究法律責任。

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