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:
#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
}