加中实训(2)

// 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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