//--------------------------------------------------------------------------- #ifndef TdieGUIH #define TdieGUIH //--------------------------------------------------------------------------- #include #include #include #include #include "Steuerung.h" #include //JPEG Bilder verwenden #include #include #include //--------------------------------------------------------------------------- class TdieGUI : public TForm { __published: // IDE-managed Components TTimer *Timer1; TImage *imgBackground; TPanel *pnlPause; TImage *imgPause; TLabel *lblReihen; TTimer *tmrCredits; TImage *imgMenu; TPanel *pnlMenu; TImage *imgSpielstarten; TPanel *pnlSpielstarten; TPanel *pnlHighscores; TImage *imgHighscores; TPanel *pnlCredits; TImage *imgCredits; TPanel *pnlBeenden; TImage *imgBeenden; TLabel *Label1; TLabel *Label2; TLabel *Label3; TLabel *Label4; TLabel *Label5; TLabel *Label6; TImage *imgEntwickler; TImage *imgLogo; TPanel *pnlZurueck; TImage *imgZurueck; TPanel *pnlPauseBeenden; TPanel *pnlPauseWeiter; TImage *imgPauseBeenden; TImage *imgPauseWeiter; TPanel *pnlGameover; TImage *imgGameover; TTimer *tmrGameover; TLabel *lblScore; TLabel *lblLevel; TPanel *pnlHighscore; TImage *imgHighscore; TEdit *edtName; TPanel *pnlHighscoreSpeichern; TImage *imgHighscoreSpeichern; TPanel *pnlHilfe; TImage *imgHilfe; TPanel *pnlHilfeButton; TImage *imgHilfeButton; void __fastcall Timer1Timer(TObject *Sender); void __fastcall tmrCreditsTimer(TObject *Sender); void __fastcall imgSpielstartenMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgSpielstartenMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgCreditsMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgCreditsMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgZurueckMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgZurueckMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgBeendenMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgBeendenMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgHighscoresMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgHighscoresMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgPauseBeendenMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgPauseBeendenMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgPauseWeiterMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgPauseWeiterMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall tmrGameoverTimer(TObject *Sender); void __fastcall imgGameoverClick(TObject *Sender); void __fastcall edtNameKeyPress(TObject *Sender, char &Key); void __fastcall imgHighscoreSpeichernMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgHighscoreSpeichernMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall FormKeyPress(TObject *Sender, char &Key); void __fastcall imgHilfeButtonMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall imgHilfeButtonMouseUp(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y); void __fastcall FormKeyDown(TObject *Sender, WORD &Key, TShiftState Shift); private: TJPEGImage *bild[7]; TImage *spielfeld[10][20]; TImage *vorschaufeld[2][4]; TLabel *highscores[10][2]; int status; int xPositionVorschauBrick[4]; int yPositionVorschauBrick[4]; void __fastcall CMDialogKey(TWMKey &AMsg); protected: BEGIN_MESSAGE_MAP VCL_MESSAGE_HANDLER(CM_DIALOGKEY, TWMKey, CMDialogKey) END_MESSAGE_MAP(TForm) public: // User declarations void initialisiereSpielfeld(); void setzeSegment(int x, int y, int farbe); void setzeSegment(int x, int y, int farbe, bool vorschau); void loescheSegment(int x, int y); void loescheSegment(int x, int y, bool vorschau); void gameOver(bool highscore); void loescheReihe(int reihe); void pause(bool pause); void vorschau(int steinTyp); void zeigeAnzahlReihen(int anzahlReihen); void zeigePunkte(int pPunkte); void zeigeLevel(int pLevel); __fastcall TdieGUI(TComponent* Owner); }; //--------------------------------------------------------------------------- extern PACKAGE TdieGUI *dieGUI; //--------------------------------------------------------------------------- #endif