// 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; }