isohex22_1.cpp
来自「一個遊戲教程」· C++ 代码 · 共 425 行
CPP
425 行
/*****************************************************************************
IsoHex22_1.cpp
Ernest S. Pazera
22NOV2000
Start a WIN32 Application Workspace, add in this file
Requires GDICanvas.h/cpp
No other libs are required
*****************************************************************************/
//////////////////////////////////////////////////////////////////////////////
//INCLUDES
//////////////////////////////////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <stdlib.h>
#include "gdicanvas.h"
//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX22"
//title of the application
#define WINDOWTITLE "IsoHex 22-1"
//maze constants
//size
const int MAZE_WIDTH=16;
const int MAZE_HEIGHT=16;
//directions
const int MAZE_NORTH=0;
const int MAZE_EAST=1;
const int MAZE_SOUTH=2;
const int MAZE_WEST=3;
const int MAZE_DOORCOUNT=4;
//room structure
struct Room
{
//one door for each direction
bool Door[MAZE_DOORCOUNT];
};
//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
void MakeMaze();//make the maze
int CountDoors(Room* pRoom);//count the doors in a room
void DrawMaze();//draw the maze
//////////////////////////////////////////////////////////////////////////////
//GLOBALS
//////////////////////////////////////////////////////////////////////////////
HINSTANCE hInstMain=NULL;//main application handle
HWND hWndMain=NULL;//handle to our main window
//the maze
Room Maze[MAZE_WIDTH][MAZE_HEIGHT];
//tileset for showing the maze(not a real tileset)
CGDICanvas gdicMaze;
//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
//which message did we get?
switch(uMsg)
{
case WM_DESTROY://the window is being destroyed
{
//tell the application we are quitting
PostQuitMessage(0);
//handled message, so return 0
return(0);
}break;
case WM_PAINT://the window needs repainting
{
//a variable needed for painting information
PAINTSTRUCT ps;
//start painting
HDC hdc=BeginPaint(hwnd,&ps);
//end painting
EndPaint(hwnd,&ps);
//draw the maze
DrawMaze();
//handled message, so return 0
return(0);
}break;
}
//pass along any other message to default message handler
return(DefWindowProc(hwnd,uMsg,wParam,lParam));
}
//////////////////////////////////////////////////////////////////////////////
//WINMAIN
//////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
//assign instance to global variable
hInstMain=hInstance;
//create window class
WNDCLASSEX wcx;
//set the size of the structure
wcx.cbSize=sizeof(WNDCLASSEX);
//class style
wcx.style=CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
//window procedure
wcx.lpfnWndProc=TheWindowProc;
//class extra
wcx.cbClsExtra=0;
//window extra
wcx.cbWndExtra=0;
//application handle
wcx.hInstance=hInstMain;
//icon
wcx.hIcon=LoadIcon(NULL,IDI_APPLICATION);
//cursor
wcx.hCursor=LoadCursor(NULL,IDC_ARROW);
//background color
wcx.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH);
//menu
wcx.lpszMenuName=NULL;
//class name
wcx.lpszClassName=WINDOWCLASS;
//small icon
wcx.hIconSm=NULL;
//register the window class, return 0 if not successful
if(!RegisterClassEx(&wcx)) return(0);
//create main window
hWndMain=CreateWindowEx(0,WINDOWCLASS,WINDOWTITLE, WS_BORDER | WS_SYSMENU | WS_CAPTION| WS_VISIBLE,0,0,320,240,NULL,NULL,hInstMain,NULL);
//error check
if(!hWndMain) return(0);
//if program initialization failed, then return with 0
if(!Prog_Init()) return(0);
//message structure
MSG msg;
//message pump
for(;;)
{
//look for a message
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
//there is a message
//check that we arent quitting
if(msg.message==WM_QUIT) break;
//translate message
TranslateMessage(&msg);
//dispatch message
DispatchMessage(&msg);
}
//run main game loop
Prog_Loop();
}
//clean up program data
Prog_Done();
//return the wparam from the WM_QUIT message
return(msg.wParam);
}
//////////////////////////////////////////////////////////////////////////////
//INITIALIZATION
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init()
{
//set the client area size
RECT rcTemp;
SetRect(&rcTemp,0,0,256,256);//256x256 client area
AdjustWindowRect(&rcTemp,WS_BORDER | WS_SYSMENU | WS_CAPTION| WS_VISIBLE,FALSE);//adjust the window size based on desired client area
SetWindowPos(hWndMain,NULL,0,0,rcTemp.right-rcTemp.left,rcTemp.bottom-rcTemp.top,SWP_NOMOVE);//set the window width and height
//load in the maze image
gdicMaze.Load(NULL,"mazets.bmp");
//make the maze
MakeMaze();
return(true);//return success
}
//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
//////////////////////////
//clean up code goes here
//////////////////////////
}
//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
///////////////////////////
//main game logic goes here
///////////////////////////
}
void MakeMaze()
{
//start making the maze
//assumes the maze array is clean (i.e. all values are false)
int doorcount=0;//number of doors we have place
//x and y position of the room
int x;
int y;
int dir;//direction
//randomize the seed
srand(GetTickCount());
//clear out the maze
for(x=0;x<MAZE_WIDTH;x++)
for(y=0;y<MAZE_HEIGHT;y++)
for(dir=0;dir<MAZE_DOORCOUNT;dir++)
Maze[x][y].Door[dir]=false;
while (doorcount<MAZE_WIDTH*MAZE_HEIGHT-1)
{
DrawMaze();
//this flag is set if a suitable room is found
bool found=false;
//blocks, used a little later
int blockcount;
bool block[MAZE_DOORCOUNT];
while(!found)
{
//if doorcount is 0, just pick a room
if(doorcount==0)
{
x=rand()%MAZE_WIDTH;
y=rand()%MAZE_HEIGHT;
}
else
{
//doorcount not zero, pick a room with a door in it
do
{
x=rand()%MAZE_WIDTH;
y=rand()%MAZE_HEIGHT;
} while (CountDoors(&Maze[x][y])==0);
//CountDoors is pseudocode for a function we'll write later
}
//so far, so good, we have a room
//we now must analyze blocked passages
blockcount=0;
//loop through directions
for(dir=0;dir<MAZE_DOORCOUNT;dir++)
{
//set block to false
block[dir]=false;
//if the door in the room for dir is set, set the block
if(Maze[x][y].Door[dir])
{
block[dir]=true;
blockcount++;
continue;
}
//calculate the next position based on this direction
int nx=x,ny=y;//next position
switch(dir)
{
case MAZE_NORTH:
{
ny--;
}break;
case MAZE_EAST:
{
nx++;
}break;
case MAZE_SOUTH:
{
ny++;
}break;
case MAZE_WEST:
{
nx--;
}break;
}
//bounds checking
if(nx<0 || ny<0 || nx>=MAZE_WIDTH || ny>=MAZE_HEIGHT)
{
block[dir]=true;
blockcount++;
continue;
}
//final check, make sure the room at nx,ny has no doors
if(CountDoors(&Maze[nx][ny])!=0)
{
block[dir]=true;
blockcount++;
continue;
}
}
//if blockcount is not the same as MAZE_DOORCOUNT, we can place a door
if(blockcount!=MAZE_DOORCOUNT) found=true;
}
//found is now true, so we can place a door
do
{
//select a door direction
dir=rand()%MAZE_DOORCOUNT;
}while (block[dir]);//make sure that direction is not blocked
//dir contains a valid direction
Maze[x][y].Door[dir]=true;
//move to next room
switch(dir)
{
case MAZE_NORTH:
{
y--;
}break;
case MAZE_EAST:
{
x++;
}break;
case MAZE_SOUTH:
{
y++;
}break;
case MAZE_WEST:
{
x--;
}break;
}
//change direction to opposite direction
dir=(dir+(MAZE_DOORCOUNT/2)) % MAZE_DOORCOUNT;
//set door in the next room
Maze[x][y].Door[dir]=true;
//increment the doorcount
doorcount++;
}
}
int CountDoors(Room* pRoom)//count the doors in a room
{
//initialize total to 0
int total=0;
//start counting doors
for(int dir=0;dir<MAZE_DOORCOUNT;dir++)
{
//if door is fount, add one to the total
if(pRoom->Door[dir]) total++;
}
//return total
return(total);
}
void DrawMaze()
{
//grab dc from window
HDC hdc=GetDC(hWndMain);
//loop variables
int x;
int y;
//image stuff
int imagex;
int imagey;
int imagenum;
//loop through columns
for(x=0;x<MAZE_WIDTH;x++)
{
//loop through rows
for(y=0;y<MAZE_HEIGHT;y++)
{
//put together the image number
imagenum=0;//initialize to 0
//north, add 1
if(Maze[x][y].Door[MAZE_NORTH]) imagenum+=1;
//east, add 2
if(Maze[x][y].Door[MAZE_EAST]) imagenum+=2;
//south, add 4
if(Maze[x][y].Door[MAZE_SOUTH]) imagenum+=4;
//west, add 8
if(Maze[x][y].Door[MAZE_WEST]) imagenum+=8;
//calculate the imagex and imagey
imagex=(imagenum%8)*16;
imagey=(imagenum/8)*16;
//blit the appropriate image
BitBlt(hdc,x*16,y*16,16,16,gdicMaze,imagex,imagey,SRCCOPY);
}
}
//release the dc
ReleaseDC(hWndMain,hdc);
}
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