// 走迷宫.cpp : 定义应用程序的入口点。
//
#include "stdafx.h"
#include "走迷宫.h"
#include "Function.h"
#define MAX_LOADSTRING 100
#include <mmsystem.h>
//#pragma comment(lib, "WINMM.LIB")
#pragma comment(lib, "winmm")
//图片的大小(以像素为单位)
#define px 30
#define py 30
// 全局变量:
HINSTANCE hInst; // 当前实例
TCHAR szTitle[MAX_LOADSTRING]; // 标题栏文本
TCHAR szWindowClass[MAX_LOADSTRING]; // 主窗口类名
//声明一个迷宫对象
Maze iMaze;
//迷宫地图
int z;//全局变量
int map1[HEIGHT][WIDETH];//定义地图1
void input(int i,int j)//定义函数input(自动生成迷宫的一部分)
{
int p,q,r;
if(i>12)
{
i=12;
}
else if(i<8)
{
i=8;
}
if(j>31)
{
j=31;
}
else if(j<11)
{
j=11;
}
for(p=0;p<i;p++)
for(q=0;q<j;q++)
{
if(q%2==0)
{
map1[p][q]=1;
}
else
{
map1[p][q]=0;
}
}
for(r=0;r<j;r++)
{
map1[0][r]=1;
map1[j-1][r]=1;
}
z=1;
}
void road(int i,int j)//定义函数road(保证迷宫有出路)
{
if(i>12)
{
i=12;
}
else if(i<8)
{
i=8;
}
if(j>31)
{
j=31;
}
else if(j<11)
{
j=11;
}
int m,n,p,q,r,k;
for(q=0;q<j;q++)
{
if(q%2==0)
{
m=rand()%(i-2)+1;
n=rand()%(i-2)+1;
for(;m==n;)
{
n=rand()%(i-2)+1;
}
p=rand()%(i-2)+1;
for(;p==m||p==n;)
{
p=rand()%(i-2)+1;
}
r=rand()%(i-2)+1;
for(;r==m||r==n||r==p;)
{
r=rand()%(i-2)+1;
}
map1[m][q]=0;
map1[n][q]=0;
map1[p][q]=0;
map1[r][q]=0;
}
else
{
k=rand()%20;
if(k%2==0)
{
map1[i-3][q]=1;
}
else
{
map1[2][q]=1;
}
}
}
for(int k=0;k<i;k++)
{
map1[k][0]=1;
map1[k][j-1]=1;
map1[k][j-2]=0;
}
map1[0][j-2]=2;
for(int l=0;l<j;l++)
{
map1[i-1][l]=1;
}
for(int s=1;s<11;s++)
{
map1[s][1]=0;
}
}
void zidongditu()//定义函数,自动生成迷宫
{
input(HEIGHT,WIDETH);
road(HEIGHT,WIDETH);
}
int map[HEIGHT][WIDETH]= //定义地图第一关
{
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,7,0,1,1,1,1,1,1,1,1,
1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,5,1,0,1,0,1,1,0,0,0,0,0,0,0,0,1,
1,0,1,0,1,0,0,1,0,0,0,0,1,0,1,1,1,0,1,0,0,0,0,1,1,1,1,1,1,0,1,
1,0,1,0,1,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,0,1,1,0,0,0,1,0,1,
1,0,1,0,1,0,1,0,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,0,1,0,1,0,1,0,1,
1,0,4,0,1,0,0,1,1,1,1,0,1,0,0,0,0,0,0,0,1,1,1,0,1,0,1,1,1,0,1,
1,0,1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,1,0,1,1,0,0,0,1,0,0,0,0,0,1,
1,3,1,0,1,0,0,0,1,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8,1,1,
1,0,1,0,1,1,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,
};
int map2[HEIGHT][WIDETH]= //定义地图第二关
{
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,1,0,1,1,1,0,0,1,0,4,0,1,1,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1,1,
1,0,1,0,0,0,0,0,1,1,0,1,0,1,1,1,0,1,1,1,1,0,1,1,0,0,0,0,0,0,1,
1,0,0,1,1,0,1,1,0,0,0,1,0,1,0,0,0,0,0,1,1,0,1,0,0,1,1,1,1,0,1,
1,0,1,1,1,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,5,1,0,1,1,1,1,0,0,1,
1,0,0,0,0,1,1,0,0,0,1,1,0,1,0,1,0,0,0,1,1,0,1,0,0,0,0,1,0,0,1,
1,0,0,0,1,1,1,1,1,0,1,1,0,1,0,1,0,1,1,1,1,0,1,0,1,1,0,1,1,0,1,
1,0,1,0,3,1,0,0,0,0,1,1,0,1,0,1,0,0,0,0,1,0,1,0,0,1,0,1,0,0,1,
1,0,1,1,1,1,0,1,1,1,1,1,0,1,0,1,1,0,1,0,1,0,1,0,1,1,0,1,1,1,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,0,1,0,0,0,1,0,0,1,0,6,0,0,2,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
};
int map3[HEIGHT][WIDETH]= //定义地图第三关
{
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,7,1,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,0,0,1,
1,0,1,1,1,0,1,0,1,1,0,1,0,1,0,1,1,0,1,0,1,0,1,0,1,1,5,1,1,0,1,
1,1,0,0,0,0,1,0,1,0,0,1,0,1,0,1,1,0,1,0,0,0,1,0,1,1,1,1,1,4,1,
1,1,0,1,1,1,0,0,1,0,1,1,0,8,0,1,0,0,1,0,1,1,1,0,0,0,0,0,0,0,1,
1,1,0,0,0,0,0,1,0,0,1,1,0,1,0,1,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,
1,1,1,1,1,1,1,1,0,1,3,1,0,1,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,
1,0,0,0,0,0,0,0,0,1,0,1,0,1,1,0,1,0,1,1,1,0,1,1,0,1,1,0,1,1,1,
1,0,1,1,1,1,1,1,1,1,0,1,0,1,1,1,1,0,1,0,1,0,1,0,0,1,1,6,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,2,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
};
// 此代码模块中包含的函数的前向声明:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// TODO: 在此放置代码。
MSG msg;
HACCEL hAccelTable;
// 初始化全局字符串
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_MY, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// 执行应用程序初始化:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_MY));
//PlaySound(music,NULL,SND_FILENAME|SND_LOOP);
PlaySound("music",NULL,SND_LOOP|SND_ASYNC);
// 主消息循环:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
//
// 函数: MyRegisterClass()
//
// 目的: 注册窗口类。
//
// 注释:
//
// 仅当希望
// 此代码与添加到 Windows 95 中的“RegisterClassEx”
// 函数之前的 Win32 系统兼容时,才需要此函数及其用法。调用此函数十分重要,
// 这样应用程序就可以获得关联的
// “格式正确的”小图标。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MY));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_MY);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
}
//
// 函数: InitInstance(HINSTANCE, int)
//
// 目的: 保存实例句柄并创建主窗口
//
// 注释:
//
// 在此函数中,我们在全局变量中保存实例句柄并
// 创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // 将实例句柄存储在全局变量中
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, 945, 390, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
//在此初始化地图和玩家的位置
iMaze.SetMap(map);
iMaze.SetPoint(1,2);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
// mapa();
return TRUE;
}
//
// 函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// 目的: 处理主窗口的消息。
//
// WM_COMMAND - 处理应用程序菜单
// WM_PAINT - 绘制主窗口
// WM_DESTROY - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc, hdcMem = NULL;
static HBITMAP hBitmap ,hBitmap2,hBitmap3,hBitmapKey,hBitmapDoor,hBitmapKey1,hBitmapDoor1,hBitmapKey2,hBitmapDoor2,hBitmaphouse;//定义变量加载图片
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// 分析菜单选择:
switch (wmId)
{
case IDM_ABOUT: //菜单“关于”
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT: //菜单“退出”
DestroyWindow(hWnd);
break;
//重新开始
case ID_32771: //菜单“重新开始”
iMaze.SetMap(map);
iMaze.SetPoint(1,2);
iMaze.Num.clear();
iMaze.Judger = true;
InvalidateRect(hWnd,NULL,FALSE);
break;
//第一关
case ID_32778 : //关卡菜单中的“第一关”
iMaze.SetMap(map);
iMaze.SetPoint(1,2);
iMaze.Num.clear();
iMaze.Judger = true;
InvalidateRect(hWnd,NULL,FALSE);
break;
//第二关
case ID_32776 : //关卡菜单中的“第二关”
iMaze.SetMap(map2);
iMaze.SetPoint(1,2);
iMaze.Num.clear();
iMaze.Judger = true;
InvalidateRect(hWnd,NULL,FALSE);
break;
//第三关
case ID_32777 : //关卡菜单中的“第三关”
iMaze.SetMap(map3);
iMaze.SetPoint(1,2);
iMaze.Num.clear();
iMaze.Judger = true;
InvalidateRect(hWnd,NULL,FALSE);
break;
//自动生成地图
case ID_31771 : //自动生成地图
//在此初始化地图和玩家的位置
zidongditu();
iMaze.SetMap(map1);
iMaze.SetPoint(1,2);
iMaze.Judger = true;
InvalidateRect(hWnd,NULL,FALSE);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_CREATE:
//载入图片
hBitmap = (HBITMAP)LoadImage(NULL,"zhangai.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入障碍图片
hBitmap2 = (HBITMAP)LoadImage(NULL,"tongdao.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入通道图片
hBitmap3 = (HBITMAP)LoadImage(NULL,"ren.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入人图片
hBitmapKey = (HBITMAP)LoadImage(NULL,"key.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入铲子1图片
hBitmapDoor = (HBITMAP)LoadImage(NULL,"door.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入蘑菇1图片
hBitmapKey1 = (HBITMAP)LoadImage(NULL,"key1.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入铲子2图片
hBitmapDoor1 = (HBITMAP)LoadImage(NULL,"door1.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入蘑菇2图片
hBitmapKey2 = (HBITMAP)LoadImage(NULL,"key2.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入铲子3图片
hBitmapDoor2 = (HBITMAP)LoadImage(NULL,"door2.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入蘑菇3图片
hBitmaphouse = (HBITMAP)LoadImage(NULL,"house.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);//载入房子图片
break;
case WM_PAINT: //绘制
hdc = BeginPaint(hWnd, &ps);
hdcMem = CreateCompatibleDC (hdc) ;
for(int wideth = 0;wideth<WIDETH;wideth++)
for(int height = 0;height < HEIGHT ; height++)
{
switch(iMaze.MAP[height][wideth])
{
case BARRIER :
SelectObject (hdcMem, hBitmap) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
case CHANNEL : //通道
SelectObject (hdcMem, hBitmap2) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
case EXIT : //出口
SelectObject (hdcMem, hBitmaphouse) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
case KEY1: //铲子
SelectObject (hdcMem, hBitmapKey) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
case DOOR1: //蘑菇
SelectObject (hdcMem, hBitmapDoor) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
case KEY2: //铲子
SelectObject (hdcMem, hBitmapKey1) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
case DOOR2: //蘑菇
SelectObject (hdcMem, hBitmapDoor1) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
case KEY3: //铲子
SelectObject (hdcMem, hBitmapKey2) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
case DOOR3: //蘑菇
SelectObject (hdcMem, hBitmapDoor2) ;
BitBlt (hdc, wideth*px,height*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
break;
default:
break;
}
}
SelectObject (hdcMem, hBitmap3) ;
BitBlt (hdc, iMaze.iPoint.x*px,iMaze.iPoint.y*py, px, py,hdcMem, 0, 0, SRCCOPY) ;
DeleteDC (hdcMem) ;
EndPaint(hWnd, &ps);
break;
case WM_KEYDOWN://按下按键
switch(wParam)
{
case VK_UP://向上
iMaze.MoveUp(hWnd);
break;
case VK_DOWN://向下
iMaze.MoveDown(hWnd);
break;
case VK_RIGHT://向右
iMaze.MoveRight(hWnd);
break;
case VK_LEFT://向左
iMaze.MoveLeft(hWnd);
break;
}
InvalidateRect(hWnd,NULL,FALSE);
break;
case WM_DESTROY: //关闭窗口
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// “关于”框的消息处理程序。
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}
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最新推荐文章于 2023-03-05 09:20:07 发布