vc++6.0 下实现的 立体四子棋 程序 (原型来源于北京科技馆)

注意事项

1 要在工程设置里,连接选项的对象库模块中添加opengl32.lib glu32.lib glaux.lib

2  要设置创建的工程类型不是控制台程序而是win32程序

按键说明

F1     且换全屏与否(分辨率默认为1240*800)

ESC   推出游戏

L      是否显示阴影效果(默认显示)

W,S,A,D控制当前位置在X,Y轴的上下左右移动

R,F  控制当前位置在Z轴上的上下移动

SPACE   落子

向下翻页  观察点向原点靠近

向上翻页  观察点背离原点

需要用到的图片(需要放在Data文件夹中并使Data文件夹和 .exe文件放在一起 )  并分别命名为0.bmp,1.bmp,2.bmp,3.bmp。

   

补充:

由于时间紧张,未对该程序的运行速度进行优化。
可以使用OpenGL里的显示列表的方法,对显示的单元进行提前描绘。
代码部分
#include   // Header File For Windows
#include    // Header File For Standard Input/Output
#include    // Header File For The OpenGL32 Library
#include    // Header File For The GLu32 Library
#include   // Header File For The Glaux Library
#define yuandian -5.0f
HDC   hDC=NULL;  // Private GDI Device Context
HGLRC  hRC=NULL;  // Permanent Rendering Context
HWND  hWnd=NULL;  // Holds Our Window Handle
HINSTANCE hInstance;  // Holds The Instance Of The Application
bool keys[256];   // Array Used For The Keyboard Routine
bool active=TRUE;  // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
bool light;    // Lighting ON/OFF
bool lp;     // L Pressed?     
bool    wp;
bool    sp;
bool    ap;
bool    dp;
bool    rp;
bool fp;
bool    spacep;
int  part1;    // Start Of Disc ( NEW )
int  part2;    // End Of Disc ( NEW )
int  p1=0;    // Increase 1 ( NEW )
int  p2=1;    // Increase 2 ( NEW )
GLfloat xrot;    // X Rotation
GLfloat yrot;    // Y Rotation
GLfloat xspeed;    // X Rotation Speed
GLfloat yspeed;    // Y Rotation Speed
GLfloat z=yuandian;   // Depth Into The Screen
GLUquadricObj *quadratic; // Storage For Our Quadratic Objects ( NEW )
GLfloat LightAmbient[]=  { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]=  { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 0.0f, 1.0f };
GLuint filter;    // Which Filter To Use
GLuint texture[4];   // Storage For 3 Textures
GLuint  object=0;   // Which Object To Draw (NEW)
int spheres[5][5][5]={0};
int gbx,gby,gbz;
int tempsphere;
int curplayerno;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(char *Filename)    // Loads A Bitmap Image
{
 FILE *File=NULL;         // File Handle
 if (!Filename)          // Make Sure A Filename Was Given
 {
  return NULL;         // If Not Return NULL
 }
 File=fopen(Filename,"r");       // Check To See If The File Exists
 if (File)           // Does The File Exist?
 {
  fclose(File);         // Close The Handle
  return auxDIBImageLoad(Filename);    // Load The Bitmap And Return A Pointer
 }
 return NULL;          // If Load Failed Return NULL
}
int LoadGLTextures()         // Load Bitmaps And Convert To Textures
{
 int Status=FALSE;         // Status Indicator
 AUX_RGBImageRec *TextureImage[4];     // Create Storage Space For The Texture
 memset(TextureImage,0,sizeof(void *)*1);            // Set The Pointer To NULL
 // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
 if (TextureImage[0]=LoadBMP("Data/0.bmp"))
 {
  Status=TRUE;         // Set The Status To TRUE
  glGenTextures(1, &texture[0]);     // Create Three Textures
  
  // Create MipMapped Texture
  glBindTexture(GL_TEXTURE_2D, texture[0]);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
  gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX,TextureImage[0]->sizeY,GL_RGB, GL_UNSIGNED_BYTE,TextureImage[0]->data);
 }
 if (TextureImage[1]=LoadBMP("Data/1.bmp"))
 {
  Status=TRUE;         // Set The Status To TRUE
  glGenTextures(1, &texture[1]);     // Create Three Textures
  glBindTexture(GL_TEXTURE_2D, texture[1]);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
  gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[1]->sizeX,TextureImage[1]->sizeY,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[1]->data);
 }
 if (TextureImage[2]=LoadBMP("Data/2.bmp"))
 {
  Status=TRUE;         // Set The Status To TRUE
  glGenTextures(1, &texture[2]);     // Create Three Textures
  glBindTexture(GL_TEXTURE_2D, texture[2]);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
  gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[2]->sizeX,TextureImage[2]->sizeY,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[2]->data);
 }
 if (TextureImage[3]=LoadBMP("Data/3.bmp"))
 {
  Status=TRUE;         // Set The Status To TRUE
  glGenTextures(1, &texture[3]);     // Create Three Textures
  glBindTexture(GL_TEXTURE_2D, texture[3]);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
  gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[3]->sizeX,TextureImage[3]->sizeY,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[3]->data);
 }
 if (TextureImage[0])        // If Texture Exists
 {
  if (TextureImage[0]->data)      // If Texture Image Exists
  {
   free(TextureImage[0]->data);    // Free The Texture Image Memory
  }
  free(TextureImage[0]);       // Free The Image Structure
 }
 if (TextureImage[1])        // If Texture Exists
 {
  if (TextureImage[1]->data)      // If Texture Image Exists
  {
   free(TextureImage[1]->data);    // Free The Texture Image Memory
  }
  free(TextureImage[1]); // Free The Image Structure
 }
 if (TextureImage[2])        // If Texture Exists
 {
  if (TextureImage[2]->data)      // If Texture Image Exists
  {
   free(TextureImage[2]->data);    // Free The Texture Image Memory
  }
  free(TextureImage[2]); // Free The Image Structure
 }
 if (TextureImage[3])        // If Texture Exists
 {
  if (TextureImage[3]->data)      // If Texture Image Exists
  {
   free(TextureImage[3]->data);    // Free The Texture Image Memory
  }
  free(TextureImage[3]); // Free The Image Structure
 }
 return Status;          // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)  // Resize And Initialize The GL Window
{
 if (height==0)          // Prevent A Divide By Zero By
 {
  height=1;          // Making Height Equal One
 }
 glViewport(0,0,width,height);      // Reset The Current Viewport
 glMatrixMode(GL_PROJECTION);      // Select The Projection Matrix
 glLoadIdentity();         // Reset The Projection Matrix
 // Calculate The Aspect Ratio Of The Window
 gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
 glMatrixMode(GL_MODELVIEW);       // Select The Modelview Matrix
 glLoadIdentity();         // Reset The Modelview Matrix
}
int InitGL(GLvoid)          // All Setup For OpenGL Goes Here
{
 if (!LoadGLTextures())        // Jump To Texture Loading Routine
 {
  return FALSE;         // If Texture Didn't Load Return FALSE
 }
 glEnable(GL_TEXTURE_2D);       // Enable Texture Mapping
 glShadeModel(GL_SMOOTH);       // Enable Smooth Shading
 glClearColor(0.0f, 0.0f, 0.0f, 0.5f);    // Black Background
 glClearDepth(1.0f);         // Depth Buffer Setup
 glEnable(GL_DEPTH_TEST);       // Enables Depth Testing
 glDepthFunc(GL_LEQUAL);        // The Type Of Depth Testing To Do
 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
 glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);  // Setup The Ambient Light
 glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);  // Setup The Diffuse Light
 glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light
 glEnable(GL_LIGHT1);        // Enable Light One
 quadratic=gluNewQuadric();       // Create A Pointer To The Quadric Object (Return 0 If No Memory) (NEW)
 gluQuadricNormals(quadratic, GLU_SMOOTH);   // Create Smooth Normals (NEW)
 gluQuadricTexture(quadratic, GL_TRUE);    // Create Texture Coords (NEW)
 return TRUE;          // Initialization Went OK
}
int DrawGLScene(GLvoid)         // Here's Where We Do All The Drawing
{
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
         // Reset The View
 
 glLoadIdentity();         // Reset The View
 glTranslatef(0.0f,0.0f,z);
 glRotatef(yrot-90,0.0f,1.0f,0.0f);
 glRotatef(xrot-90,1.0f,0.0f,0.0f);
 glBindTexture(GL_TEXTURE_2D, texture[0]);
 int i,j,k;
 glTranslatef(-0.8f,-0.8f,-0.8f);// 从原点到顶点
 for(j=0;j<5;j++)
 {
  for(i=0;i<5;i++)
  {
   gluCylinder(quadratic,0.01f,0.02f,1.6f,32,32);
   glTranslatef(0.4f,0.0f,0.0f);
  }
  glTranslatef(-2.0f,0.4f,0.0f);
 }
 glTranslatef(0.8f,-1.2f,0.8f);//到原点
 glRotatef(90,0.0f,1.0f,0.0f);
 glTranslatef(-0.8f,-0.8f,-0.8f);//到顶点
 for(j=0;j<5;j++)
 {
  for(i=0;i<5;i++)
  {
   gluCylinder(quadratic,0.01f,0.02f,1.6f,32,32);
   glTranslatef(0.4f,0.0f,0.0f);
  }
  glTranslatef(-2.0f,0.4f,0.0f);
 }
 glTranslatef(0.8f,-1.2f,0.8f);//到原点
 glRotatef(90,1.0f,0.0f,0.0f);
 glTranslatef(-0.8f,-0.8f,-0.8f);//到顶点
 for(j=0;j<5;j++)
 {
  for(i=0;i<5;i++)
  {
   gluCylinder(quadratic,0.01f,0.02f,1.6f,32,32);
   glTranslatef(0.4f,0.0f,0.0f);
  }
  glTranslatef(-2.0f,0.4f,0.0f);
 }
 
 //////////////////////////////////////////////////////////////////////////////
 // 开始
 //////////////////////////////////////////////////////////////////////////////
 glLoadIdentity();
 glTranslatef(0.0f,0.0f,z);
 glRotatef(yrot-90,0.0f,1.0f,0.0f);
 glRotatef(xrot-90,1.0f,0.0f,0.0f);
 glTranslatef(-0.8f,-0.8f,-0.8f);
 for(i=0;i<5;i++)
 {
  for(j=0;j<5;j++)
  {
   for(k=0;k<5;k++)
   {
    if(spheres[i][j][k]==1)
    {
     glBindTexture(GL_TEXTURE_2D, texture[1]);
     gluSphere(quadratic,0.1f,32,32); 
    }
    if(spheres[i][j][k]==2)
    {
     glBindTexture(GL_TEXTURE_2D, texture[2]);
     gluSphere(quadratic,0.1f,32,32); 
    }
    if(spheres[i][j][k]==3)
    {
     glBindTexture(GL_TEXTURE_2D, texture[3]);
     gluSphere(quadratic,0.1f,32,32); 
    }
    glTranslatef(0.4f,0.0f,0.0f);
   }
   glTranslatef(-2.0f,0.4f,0.0f);
  }
  glTranslatef(0.0f,-2.0f,0.4f);
 }
 return TRUE;          // Keep Going
}
GLvoid KillGLWindow(GLvoid)        // Properly Kill The Window
{
 gluDeleteQuadric(quadratic);      // Delete The Quadratic To Free System Resources
 if (fullscreen)          // Are We In Fullscreen Mode?
 {
  ChangeDisplaySettings(NULL,0);     // If So Switch Back To The Desktop
  ShowCursor(TRUE);        // Show Mouse Pointer
 }
 if (hRC)           // Do We Have A Rendering Context?
 {
  if (!wglMakeCurrent(NULL,NULL))     // Are We Able To Release The DC And RC Contexts?
  {
   MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  }
  if (!wglDeleteContext(hRC))      // Are We Able To Delete The RC?
  {
   MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  }
  hRC=NULL;          // Set RC To NULL
 }
 if (hDC && !ReleaseDC(hWnd,hDC))     // Are We Able To Release The DC
 {
  MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hDC=NULL;          // Set DC To NULL
 }
 if (hWnd && !DestroyWindow(hWnd))     // Are We Able To Destroy The Window?
 {
  MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hWnd=NULL;          // Set hWnd To NULL
 }
 if (!UnregisterClass("OpenGL",hInstance))   // Are We Able To Unregister Class
 {
  MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hInstance=NULL;         // Set hInstance To NULL
 }
}
/* This Code Creates Our OpenGL Window.  Parameters Are:     *
 * title   - Title To Appear At The Top Of The Window    *
 * width   - Width Of The GL Window Or Fullscreen Mode    *
 * height   - Height Of The GL Window Or Fullscreen Mode   *
 * bits   - Number Of Bits To Use For Color (8/16/24/32)   *
 * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
 GLuint  PixelFormat;   // Holds The Results After Searching For A Match
 WNDCLASS wc;      // Windows Class Structure
 DWORD  dwExStyle;    // Window Extended Style
 DWORD  dwStyle;    // Window Style
 RECT  WindowRect;    // Grabs Rectangle Upper Left / Lower Right Values
 WindowRect.left=(long)0;   // Set Left Value To 0
 WindowRect.right=(long)width;  // Set Right Value To Requested Width
 WindowRect.top=(long)0;    // Set Top Value To 0
 WindowRect.bottom=(long)height;  // Set Bottom Value To Requested Height
 fullscreen=fullscreenflag;   // Set The Global Fullscreen Flag
 hInstance   = GetModuleHandle(NULL);    // Grab An Instance For Our Window
 wc.style   = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
 wc.lpfnWndProc  = (WNDPROC) WndProc;     // WndProc Handles Messages
 wc.cbClsExtra  = 0;         // No Extra Window Data
 wc.cbWndExtra  = 0;         // No Extra Window Data
 wc.hInstance  = hInstance;       // Set The Instance
 wc.hIcon   = LoadIcon(NULL, IDI_WINLOGO);   // Load The Default Icon
 wc.hCursor   = LoadCursor(NULL, IDC_ARROW);   // Load The Arrow Pointer
 wc.hbrBackground = NULL;         // No Background Required For GL
 wc.lpszMenuName  = NULL;         // We Don't Want A Menu
 wc.lpszClassName = "OpenGL";        // Set The Class Name
 if (!RegisterClass(&wc))         // Attempt To Register The Window Class
 {
  MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;           // Return FALSE
 }
 
 if (fullscreen)            // Attempt Fullscreen Mode?
 {
  DEVMODE dmScreenSettings;        // Device Mode
  memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
  dmScreenSettings.dmSize=sizeof(dmScreenSettings);  // Size Of The Devmode Structure
  dmScreenSettings.dmPelsWidth = width;    // Selected Screen Width
  dmScreenSettings.dmPelsHeight = height;    // Selected Screen Height
  dmScreenSettings.dmBitsPerPel = bits;     // Selected Bits Per Pixel
  dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
  // Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
  if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
  {
   // If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
   if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
   {
    fullscreen=FALSE;  // Windowed Mode Selected.  Fullscreen = FALSE
   }
   else
   {
    // Pop Up A Message Box Letting User Know The Program Is Closing.
    MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
    return FALSE;         // Return FALSE
   }
  }
 }
 if (fullscreen)            // Are We Still In Fullscreen Mode?
 {
  dwExStyle=WS_EX_APPWINDOW;        // Window Extended Style
  dwStyle=WS_POPUP;          // Windows Style
  ShowCursor(FALSE);          // Hide Mouse Pointer
 }
 else
 {
  dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;   // Window Extended Style
  dwStyle=WS_OVERLAPPEDWINDOW;       // Windows Style
 }
 AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);  // Adjust Window To True Requested Size
 // Create The Window
 if (!(hWnd=CreateWindowEx( dwExStyle,       // Extended Style For The Window
        "OpenGL",       // Class Name
        title,        // Window Title
        dwStyle |       // Defined Window Style
        WS_CLIPSIBLINGS |     // Required Window Style
        WS_CLIPCHILDREN,     // Required Window Style
        0, 0,        // Window Position
        WindowRect.right-WindowRect.left, // Calculate Window Width
        WindowRect.bottom-WindowRect.top, // Calculate Window Height
        NULL,        // No Parent Window
        NULL,        // No Menu
        hInstance,       // Instance
        NULL)))        // Dont Pass Anything To WM_CREATE
 {
  KillGLWindow();        // Reset The Display
  MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;        // Return FALSE
 }
 static PIXELFORMATDESCRIPTOR pfd=    // pfd Tells Windows How We Want Things To Be
 {
  sizeof(PIXELFORMATDESCRIPTOR),    // Size Of This Pixel Format Descriptor
  1,           // Version Number
  PFD_DRAW_TO_WINDOW |      // Format Must Support Window
  PFD_SUPPORT_OPENGL |      // Format Must Support OpenGL
  PFD_DOUBLEBUFFER,       // Must Support Double Buffering
  PFD_TYPE_RGBA,        // Request An RGBA Format
  bits,          // Select Our Color Depth
  0, 0, 0, 0, 0, 0,       // Color Bits Ignored
  0,           // No Alpha Buffer
  0,           // Shift Bit Ignored
  0,           // No Accumulation Buffer
  0, 0, 0, 0,         // Accumulation Bits Ignored
  16,           // 16Bit Z-Buffer (Depth Buffer)  
  0,           // No Stencil Buffer
  0,           // No Auxiliary Buffer
  PFD_MAIN_PLANE,        // Main Drawing Layer
  0,           // Reserved
  0, 0, 0          // Layer Masks Ignored
 };
 
 if (!(hDC=GetDC(hWnd)))       // Did We Get A Device Context?
 {
  KillGLWindow();        // Reset The Display
  MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;        // Return FALSE
 }
 if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
 {
  KillGLWindow();        // Reset The Display
  MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;        // Return FALSE
 }
 if(!SetPixelFormat(hDC,PixelFormat,&pfd))  // Are We Able To Set The Pixel Format?
 {
  KillGLWindow();        // Reset The Display
  MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;        // Return FALSE
 }
 if (!(hRC=wglCreateContext(hDC)))    // Are We Able To Get A Rendering Context?
 {
  KillGLWindow();        // Reset The Display
  MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;        // Return FALSE
 }
 if(!wglMakeCurrent(hDC,hRC))     // Try To Activate The Rendering Context
 {
  KillGLWindow();        // Reset The Display
  MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;        // Return FALSE
 }
 ShowWindow(hWnd,SW_SHOW);      // Show The Window
 SetForegroundWindow(hWnd);      // Slightly Higher Priority
 SetFocus(hWnd);         // Sets Keyboard Focus To The Window
 ReSizeGLScene(width, height);     // Set Up Our Perspective GL Screen
 if (!InitGL())         // Initialize Our Newly Created GL Window
 {
  KillGLWindow();        // Reset The Display
  MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;        // Return FALSE
 }
 return TRUE;         // Success
}
LRESULT CALLBACK WndProc( HWND hWnd,   // Handle For This Window
       UINT uMsg,   // Message For This Window
       WPARAM wParam,   // Additional Message Information
       LPARAM lParam)   // Additional Message Information
{
 switch (uMsg)         // Check For Windows Messages
 {
  case WM_ACTIVATE:       // Watch For Window Activate Message
  {
   if (!HIWORD(wParam))     // Check Minimization State
   {
    active=TRUE;      // Program Is Active
   }
   else
   {
    active=FALSE;      // Program Is No Longer Active
   }
   return 0;        // Return To The Message Loop
  }
  case WM_SYSCOMMAND:       // Intercept System Commands
  {
   switch (wParam)       // Check System Calls
   {
    case SC_SCREENSAVE:     // Screensaver Trying To Start?
    case SC_MONITORPOWER:    // Monitor Trying To Enter Powersave?
    return 0;       // Prevent From Happening
   }
   break;         // Exit
  }
  case WM_CLOSE:        // Did We Receive A Close Message?
  {
   PostQuitMessage(0);      // Send A Quit Message
   return 0;        // Jump Back
  }
  case WM_KEYDOWN:       // Is A Key Being Held Down?
  {
   keys[wParam] = TRUE;     // If So, Mark It As TRUE
   return 0;        // Jump Back
  }
  case WM_KEYUP:        // Has A Key Been Released?
  {
   keys[wParam] = FALSE;     // If So, Mark It As FALSE
   return 0;        // Jump Back
  }
  case WM_SIZE:        // Resize The OpenGL Window
  {
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
   return 0;        // Jump Back
  }
 }
 // Pass All Unhandled Messages To DefWindowProc
 return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
fb(int fx,int fy,int fz)
{
 int x=gbx,y=gby,z=gbz;
 int tempno=0;
 if(fx==1||fy==1||fz==1||fx==-1||fy==-1||fz==-1)
 {
  x+=fx;y+=fy;z+=fz;
  while(spheres[x][y][z]==curplayerno&&x<5&&y<5&&z<5&&x>=0&&y>=0&&z>=0)
  {
   x+=fx;y+=fy;z+=fz;
   tempno++;
  }
  return tempno;
 }
 return tempno;
}
int judge()
{
 if (  (fb(0,0,1)+fb(0,0,-1))>2||(fb(0,1,0)+fb(0,-1,0))>2||(fb(0,1,1)+fb(0,-1,-1))>2
  ||(fb(1,0,0)+fb(-1,0,0))>2||(fb(1,0,1)+fb(-1,0,-1))>2||(fb(1,1,0)+fb(-1,-1,0))>2
  ||(fb(1,1,1)+fb(-1,-1,-1)>2)            
   )
 {
  return curplayerno;
 } 
 ////////到第一象限和对应的第四象限的判断结束
 if (   (fb(1,0,-1)+fb(-1,0,1))>2||(fb(1,1,-1)+fb(-1,-1,1))>2||(fb(0,1,-1)+fb(0,-1,1))>2
  ||(fb(-1,1,1)+fb(1,-1,-1))>2||(fb(-1,1,0)+fb(1,-1,0))>2||(fb(-1,1,-1)+fb(1,-1,1))>2
   )
 {
  return curplayerno;
 }
 return 0;
}
int WINAPI WinMain( HINSTANCE hInstance,   // Instance
     HINSTANCE hPrevInstance,  // Previous Instance
     LPSTR  lpCmdLine,   // Command Line Parameters
     int   nCmdShow)   // Window Show State
{
 MSG  msg;         // Windows Message Structure
 BOOL done=FALSE;        // Bool Variable To Exit Loop
 // Ask The User Which Screen Mode They Prefer
 
  fullscreen=TRUE;       // fullscreen Mode
 
 // Create Our OpenGL Window
 if (!CreateGLWindow("三维四子棋",1280,800,16,fullscreen))
 {
  return 0;         // Quit If Window Was Not Created
 }
 gbx=gby=gbz=2;
 spheres[gbx][gby][gbz]=3;
 tempsphere=0;
 curplayerno=1;
 light=true;
 glEnable(GL_LIGHTING);
 while(!done)        // Loop That Runs While done=FALSE
 {
  if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
  {
   if (msg.message==WM_QUIT)    // Have We Received A Quit Message?
   {
    done=TRUE;       // If So done=TRUE
   }
   else         // If Not, Deal With Window Messages
   {
    TranslateMessage(&msg);    // Translate The Message
    DispatchMessage(&msg);    // Dispatch The Message
   }
  }
  else          // If There Are No Messages
  {
   // Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
   if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active?  Was There A Quit Received?
   {
    done=TRUE;       // ESC or DrawGLScene Signalled A Quit
   }
   else         // Not Time To Quit, Update Screen
   {
    SwapBuffers(hDC);     // Swap Buffers (Double Buffering)
    
    if (keys['L'] && !lp)
    {
     lp=TRUE;
     light=!light;
     if (!light)
     {
      glDisable(GL_LIGHTING);
     }
     else
     {
      glEnable(GL_LIGHTING);
     }
    }
    if (!keys['L'])
    {
     lp=FALSE;
    }    /////////////////////////////注意这两行,如果只用l的话,就会连续输入多个l
    ///////////////////////////////////////现在开始移动光标
    if (keys['W'] && !wp)
    {
     wp=TRUE;
     if(gbx<4) 
     { 
      spheres[gbx][gby][gbz]=tempsphere;
      gbx+=1;
      tempsphere=spheres[gbx][gby][gbz];
      spheres[gbx][gby][gbz]=3;
     }
    }
    if (!keys['W'])
    {
     wp=FALSE;
    }
    if (keys['S'] && !sp)
    {
     sp=TRUE;
     if(gbx>0) 
     { 
      spheres[gbx][gby][gbz]=tempsphere;
      gbx-=1;
      tempsphere=spheres[gbx][gby][gbz];
      spheres[gbx][gby][gbz]=3;
     }
    }
    if (!keys['S'])
    {
     sp=FALSE;
    }
    if (keys['A'] && !ap)
    {
     ap=TRUE;
     if(gby>0) 
     { 
      spheres[gbx][gby][gbz]=tempsphere;
      gby-=1;
      tempsphere=spheres[gbx][gby][gbz];
      spheres[gbx][gby][gbz]=3;
     }
    }
    if (!keys['A'])
    {
     ap=FALSE;
    }
    if (keys['D'] && !dp)
    {
     dp=TRUE;
     if(gby<4) 
     { 
      spheres[gbx][gby][gbz]=tempsphere;
      gby+=1;
      tempsphere=spheres[gbx][gby][gbz];
      spheres[gbx][gby][gbz]=3;
     }
    }
    if (!keys['D'])
    {
     dp=FALSE;
    }
    if (keys['R'] && !rp)
    {
     rp=TRUE;
     if(gbz<4) 
     { 
      spheres[gbx][gby][gbz]=tempsphere;
      gbz+=1;
      tempsphere=spheres[gbx][gby][gbz];
      spheres[gbx][gby][gbz]=3;
     }
    }
    if (!keys['R'])
    {
     rp=FALSE;
    }
    if (keys['F'] && !fp)
    {
     fp=TRUE;
     if(gbz>0) 
     { 
      spheres[gbx][gby][gbz]=tempsphere;
      gbz-=1;
      tempsphere=spheres[gbx][gby][gbz];
      spheres[gbx][gby][gbz]=3;
     }
    }
    if (!keys['F'])
    {
     fp=FALSE;
    }
    if (keys[' '] && !spacep)
    {
     spacep=TRUE;
     if(tempsphere!=1&&tempsphere!=2)
     {
      tempsphere=curplayerno;
      int judgetemp;
      judgetemp=judge();//如果tempsphere和左右的值相连可以得到4,就可以赢
      if(judgetemp==1)
      {
       if (MessageBox(NULL,"player one win!!!\n Continue ?", "",MB_YESNO|MB_ICONQUESTION)==IDNO)
       {
        exit(0);      
       }
      }
      if(judgetemp==2)
      {
       if (MessageBox(NULL,"player two win!!!\n Continue ?", "",MB_YESNO|MB_ICONQUESTION)==IDNO)
       {
        exit(0);      
       }
      }
      if(curplayerno==1)
       curplayerno=2;
      else 
       curplayerno=1; 
     }
    }
    if (!keys[' '])
    {
     spacep=FALSE;
    }
    if (keys[VK_PRIOR])
    {
     z-=0.2f;
    }
    if (keys[VK_NEXT])
    {
     z+=0.2f;
    }
    if (keys[VK_UP])
    {
     xrot-=4.0f;
    }
    if (keys[VK_DOWN])
    {
     xrot+=4.0f;
    }
    if (keys[VK_RIGHT])
    {
     yrot+=4.0f;
    }
    if (keys[VK_LEFT])
    {
     yrot-=4.0f;
    }
    if (keys[VK_F1])      // Is F1 Being Pressed?
    {
     keys[VK_F1]=FALSE;     // If So Make Key FALSE
     KillGLWindow();      // Kill Our Current Window
     fullscreen=!fullscreen;    // Toggle Fullscreen / Windowed Mode
     // Recreate Our OpenGL Window
     if (!CreateGLWindow("三维四子棋",1280,800,16,fullscreen))
     {
      return 0;      // Quit If Window Was Not Created
     }
    }
   }
  }
 }
 // Shutdown
 KillGLWindow();         // Kill The Window
 return (msg.wParam);       // Exit The Program
}
游戏截图 
vc++6.0 下实现的 立体四子棋 程序 (原型来源于北京科技馆)_第1张图片
 

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