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📄 skyblue_rectview.cpp

📁 利用人工智能的经典算法实现迷宫游戏;里面的A星(a*)算法可以很方便的移植到应用程序中
💻 CPP
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// skyblue_RectView.cpp : implementation of the CSkyblue_RectView class
//

#include "stdafx.h"
#include "skyblue_Rect.h"

#include "skyblue_RectDoc.h"
#include "skyblue_RectView.h"
#include "OptionDlg.h"

//音乐播放
#include "mmsystem.h"
#pragma comment(lib,"Winmm.lib")

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CSkyblue_RectView

IMPLEMENT_DYNCREATE(CSkyblue_RectView, CView)

BEGIN_MESSAGE_MAP(CSkyblue_RectView, CView)
	//{{AFX_MSG_MAP(CSkyblue_RectView)
	ON_COMMAND(ID_GAME_EXIT, OnGameExit)
	ON_COMMAND(ID_HELP_ABOUT, OnHelpAbout)
	//}}AFX_MSG_MAP
	// Standard printing commands

	ON_WM_KEYDOWN()
	ON_WM_TIMER()
	ON_COMMAND(ID_GAME_START, OnGameStart)
	ON_COMMAND(ID_GAME_END, OnGameEnd)
	ON_COMMAND(ID_GAME_OPTION, OnGameOption)
	ON_UPDATE_COMMAND_UI(ID_GAME_START, OnUpdateGameStart)
	ON_UPDATE_COMMAND_UI(ID_GAME_OPTION, OnUpdateGameOption)
	ON_UPDATE_COMMAND_UI(ID_GAME_END, OnUpdateGameEnd)
	ON_UPDATE_COMMAND_UI(ID_GAME_EXIT, OnUpdateGameExit)
	ON_UPDATE_COMMAND_UI(ID_HELP_ABOUT, OnUpdateHelpAbout)
	ON_UPDATE_COMMAND_UI(ID_HELP_HELP, OnUpdateHelpHelp)
	ON_WM_CREATE()
	ON_COMMAND(ID_HELP_HELP, OnHelpHelp)
	ON_UPDATE_COMMAND_UI(ID_OPTION_AREA1, OnUpdateOptionArea1)
	ON_UPDATE_COMMAND_UI(ID_OPTION_AREA2, OnUpdateOptionArea2)
	ON_UPDATE_COMMAND_UI(ID_OPTION_AREA3, OnUpdateOptionArea3)
	ON_UPDATE_COMMAND_UI(ID_OPTION_AREA4, OnUpdateOptionArea4)
	ON_COMMAND(ID_OPTION_AREA1, OnOptionArea1)
	ON_COMMAND(ID_OPTION_AREA2, OnOptionArea2)
	ON_COMMAND(ID_OPTION_AREA3, OnOptionArea3)
	ON_COMMAND(ID_OPTION_AREA4, OnOptionArea4)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL1, OnUpdateOptionLevel1)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL2, OnUpdateOptionLevel2)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL3, OnUpdateOptionLevel3)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL4, OnUpdateOptionLevel4)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL5, OnUpdateOptionLevel5)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL6, OnUpdateOptionLevel6)
	ON_COMMAND(ID_OPTION_LEVEL1, OnOptionLevel1)
	ON_COMMAND(ID_OPTION_LEVEL2, OnOptionLevel2)
	ON_COMMAND(ID_OPTION_LEVEL3, OnOptionLevel3)
	ON_COMMAND(ID_OPTION_LEVEL4, OnOptionLevel4)
	ON_COMMAND(ID_OPTION_LEVEL5, OnOptionLevel5)
	ON_COMMAND(ID_OPTION_LEVEL6, OnOptionLevel6)
	ON_UPDATE_COMMAND_UI(ID_OPTION_GRID, OnUpdateOptionGrid)
	ON_COMMAND(ID_OPTION_GRID, OnOptionGrid)
	ON_UPDATE_COMMAND_UI(ID_OPTION_MUSIC, OnUpdateOptionMusic)
	ON_COMMAND(ID_OPTION_MUSIC, OnOptionMusic)
	ON_UPDATE_COMMAND_UI(ID_GAME_PAUSH, OnUpdateGamePaush)
	ON_COMMAND(ID_GAME_PAUSH, OnGamePaush)

END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CSkyblue_RectView construction/destruction

CSkyblue_RectView::CSkyblue_RectView()
{
	//第一次开始游戏
	m_bFistPlay = TRUE;

	//缺省为不是游戏暂停状态
	m_bGamePaush = FALSE;

	//缺省为不插放背景音乐
	m_bMusic = FALSE;
	
	//缺省为画网格线
	m_bDrawGrid = TRUE;

	//总分值清零
	m_iPerformance = 0;

	//测试值:为12行,10列
	m_iRow = 12;
	m_iCol = 10;

	//左上角X,Y坐标
	m_iStartX = 10;
	m_iStartY = 10;

	//缺省级别为3级
	m_iLevel = 2;
	//第一种样式
	m_iBlockSytle = 0;

	//缺省方块大小为m_iLarge个象素
	m_iLarge = 30;

	//缺省游戏是结束的
	m_bGameEnd = TRUE;

	int i,j;

	//赋初值
	for (i=0;i<100;i++)
		for (j=0;j<100;j++)
			GameStatus[i][j]=0;

	//各种形状方块的接触面数据,参见设计书的接触面表格, 
	//如果某种形状的方块没有4个接触面,则后面的数据填-1
	for (i=0;i<74;i++)
		for (j=0;j<4;j++)
			InterFace[i][j] = -1;

/*
1  ----
*/
	InterFace[1][0] = 3;
	
	InterFace[11][0] = 0;	InterFace[11][1] = 1;	InterFace[11][2] = 2;	InterFace[11][3] = 3;
/*
2	--
	--
*/  
	InterFace[2][0] = 1;	InterFace[2][1] = 3;
/*
3   -
   ---

*/	
	InterFace[3][0] = 0;	InterFace[3][1] = 2;	InterFace[3][2] = 3;
	
	InterFace[31][0] = 2;	InterFace[31][1] = 3;
	
	InterFace[32][0] = 0;	InterFace[32][1] = 2;	InterFace[32][2] = 3;
	
	InterFace[33][0] = 0;	InterFace[33][1] = 3;
/*
4  --
  --
*/	
	InterFace[4][0] = 1;	InterFace[4][1] = 3;
	
	InterFace[41][0] = 0;	InterFace[41][1] = 2;	InterFace[41][2] = 3;
/*
5  --
    --
*/	
	InterFace[5][0] = 1;	InterFace[5][1] = 3;

	InterFace[51][0] = 0;	InterFace[51][1] = 2;	InterFace[51][2] = 3;
/*
6  --
    -
	-
*/	
	InterFace[6][0] = 0;	InterFace[6][1] = 3;
	
	InterFace[61][0] = 1;	InterFace[61][1] = 2;	InterFace[61][2] = 3;

	InterFace[62][0] = 2;	InterFace[62][1] = 3;

	InterFace[63][0] = 0;	InterFace[63][1] = 1;	InterFace[63][2] = 3;
/*
7  --
   -
   -
*/
	InterFace[7][0] = 2;	InterFace[7][1] = 3;	
	InterFace[71][0] = 1;	InterFace[71][1] = 2;	InterFace[71][2] = 3;

	InterFace[72][0] = 0;	InterFace[72][1] = 3;

	InterFace[73][0] = 0;	InterFace[73][1] = 1;	InterFace[73][2] = 3;

}

CSkyblue_RectView::~CSkyblue_RectView()
{
}

BOOL CSkyblue_RectView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CSkyblue_RectView drawing






//创建一些设备
int CSkyblue_RectView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	


	//决定第一次掉下来的方块的样式
	m_inextStatus = Random(7);
	
	return 0;
}

/* * * * * * * * * * * * * * * * * * * * * * * * *
*
*  名称:OnDraw
*
*  功能:承担所有绘制屏幕工作
*
*  最后修改时间:2005.8.6
*
* * * * * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::OnDraw(CDC* pDC)
{
	DcEnvInitial();
	DrawGame(&m_memDC);  //在内存位图的游戏区域绘制

	pDC->BitBlt(0,0,m_nWidth,m_nHeight,&m_memDC,0,0,SRCCOPY);
}
//
//绘图设备环境的初始化
//
void CSkyblue_RectView::DcEnvInitial(void)
{
	if(m_bFistPlay)
	{
		m_bFistPlay = FALSE;
		//用默认的参数,获取当前屏幕设备环境
		CDC *pWindowDC = GetDC();

		//1.用于映射屏幕的内存设备环境
		//获取游戏窗口的大小用于下面设置内存位图的尺寸
		CRect windowRect;
		GetClientRect(&windowRect);
		m_nWidth = windowRect.Width();
		m_nHeight = windowRect.Height();

		//内存设备环境与屏幕设备环境关联(兼容)
		m_memDC.CreateCompatibleDC(pWindowDC);
		//内存位图与与屏幕关联(兼容),大小为游戏窗口的尺寸
		m_memBmp.CreateCompatibleBitmap(pWindowDC,m_nWidth,m_nHeight);
		//内存设备环境与内存位图关联,以便通过m_memDC在内存位图上作画
		m_memDC.SelectObject(&m_memBmp);

		//2.存储方块位图的内存资源
		//内存设备环境与屏幕设备环境关联(兼容)
		m_memRectDC.CreateCompatibleDC(pWindowDC);
		//相当于将外部位图rect.bmp动态载入m_hMemRectBmp中
		m_hMemRectBmp=(HBITMAP)LoadImage(NULL,"rect.bmp",IMAGE_BITMAP,150,30,LR_LOADFROMFILE);
		//内存设备环境与内存位图关联,以便通过m_memDC在内存位图上作画
		SelectObject(m_memRectDC.m_hDC, m_hMemRectBmp);	


	
	//黑色的黑笔
	m_pBlackPen  = new CPen(PS_SOLID,1,BLACK);

	//画刷
	m_pGrayBrush  = new CBrush(RGB(66,66,66));
	m_pBlackBrush  = new CBrush(BLACK);
	}
}

void CSkyblue_RectView::DCEnvClear(void)
{
	//设备环境
	m_memDC.DeleteDC();
	m_memRectDC.DeleteDC();
	//位图资源
	DeleteObject(m_memBmp);
	DeleteObject(m_hMemRectBmp);


	delete(m_pBlackPen);
	delete(m_pGrayBrush);
	delete(m_pBlackBrush);

}


void CSkyblue_RectView::DrawGame(CDC *pDC)
{
		int i,j;
	//选用黑色画刷,绘制整个游戏所在窗口的背景
	pDC -> SelectObject(m_pBlackBrush);
	CRect rect;
	GetClientRect(&rect);
	pDC -> Rectangle(rect);

	//选用灰色画刷,绘制游戏区域的背景
	pDC -> SelectObject(m_pGrayBrush);
	pDC -> Rectangle(m_iStartY ,m_iStartX, m_iStartY + 301, m_iStartX + 360);	

	pDC->SelectObject(m_pBlackPen);	
	//画网格线
	if (m_bDrawGrid)
	{
		//画横线
		for (i=0;i<m_iRow;i++)
		{
			pDC->MoveTo(m_iStartY, m_iStartX + i*m_iLarge);
			pDC->LineTo(m_iStartY+300, m_iStartX +i*m_iLarge);
		}	
		
		//画竖线
		for (i=0;i<m_iCol;i++)
		{
			pDC->MoveTo(m_iStartY+i*m_iLarge, m_iStartX);
			pDC->LineTo(m_iStartY+i*m_iLarge, m_iStartX+360);
		}
	}

	int x,y,nW,nH;

	//小方块的绘制
	for (i=0;i<m_iRow;i++)
		for (j=0;j<m_iCol;j++)
		{
			if (GameStatus[i][j]==MAP_STATE_NOT_EMPTY)
			{
				//在游戏区域中状态为被占用状态的区域绘制小方块
				x = m_iStartY+j*m_iLarge +2;
				y = m_iStartX+i*m_iLarge +2;
				nW = m_iLarge-4;
				nH = m_iLarge-4;
			pDC->BitBlt(x,y,nW,nH,&m_memRectDC,m_iBlockSytle*30,0,SRCCOPY);
			}
		}

	//显示游戏区域及游戏级别的汉字描述
	if (!m_bGameEnd)
	{
		pDC -> SetBkColor(BLACK);
		pDC -> SetTextColor(WHITE);
		pDC -> TextOut(m_iStartY+320, m_iStartX+220, "游戏区域大小:");
		pDC -> TextOut(m_iStartY+320, m_iStartX+240,m_strArea);

		pDC -> TextOut(m_iStartY+320, m_iStartX+280, "游戏级别:");
		pDC -> TextOut(m_iStartY+320, m_iStartX+300,m_strLevel);
	}
				
	//显示总分
	if (!m_bGameEnd)
	{
		CString lsStr;	
		lsStr.Format("总分为:%d 分",m_iPerformance);
		pDC -> SetBkColor(BLACK);
		pDC -> SetTextColor(WHITE);
		pDC -> TextOut(m_iStartY+320, m_iStartX+180,lsStr);
	}

	//画下一次将要出现的方块,用于提示用户
	if (!m_bGameEnd)
	{
		pDC -> SetBkColor(BLACK);
		pDC -> SetTextColor(WHITE);
		pDC -> TextOut(m_iStartY+320, m_iStartX,"下一个方块:");

		int x,y,nW,nH;		
		for (UINT k=0;k<4;k++)
		{
			i = NextStatus[k][0];
		    j = NextStatus[k][1];

				x = m_iStartY+j*30 +2+320;
				y = m_iStartX+i*30 +2+30;
				nW = m_iLarge-4;
				nH = m_iLarge-4;
		pDC->BitBlt(x,y,nW,nH,&m_memRectDC,m_iBlockSytle*30,0,SRCCOPY);
		}
	}
}

/* * * * * * * * * * * * * * * * * * * * * * * * *
*
*  名称:OnTimer
*
*  功能:承担所有驱动工作
*
*  最后修改时间:2005.8.6
*
* * * * * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::OnTimer(UINT nIDEvent) 
{
	//如果原来的方块已到底或游戏刚开始,则掉下一个新的方块
	int i,j,k;
	if (m_isBottom)
	{
		//1.产生下一个随机下坠物
		m_icurrentStatus = m_inextStatus;
		m_inextStatus = Random(7);  //得到下一次的方块样式
	//	if (m_inextStatus==0) m_inextStatus++;

		//2.修改新的“下一下坠物”
		RectStatusToNextStatus( m_inextStatus );
	//	CRect rect(m_iStartY+320, m_iStartX, m_iStartY+440, m_iStartX+160);
	//	InvalidateRect(&rect);
	//	Invalidate(FALSE);
		
		//3.将旧的“下一下坠物”用作当前使用
		m_currentRect = m_icurrentStatus;   
		//根据当前下坠物的形状去初始化激活状态下的下坠物坐标
		RectStatusToActiveStatus( m_icurrentStatus );
		//将当前动态数组中的数据反映到大数组中
		ActiveStatusToGameStatus();
		m_isBottom = FALSE;

		//4.判断当前方块是否已到底
		IsBottom();

    	//5.判断游戏是否已结束: 碰了底,且第1行有小方块
		if (m_isBottom)
			for (i=0;i<m_iCol;i++)
				if (GameStatus[0][i])
				{
					KillTimer(1);
					AfxMessageBox("游戏已结束!");
					for (j=0;j<m_iRow;j++)
						for (k=0;k<m_iCol;k++)
							GameStatus[j][k]=0;
					Invalidate(FALSE);
					m_bGameEnd = TRUE;
					break;
				}

	}
	else  //当前方块下降
	{
		RectDown();
	}
	
	CView::OnTimer(nIDEvent);
}


/* * * * * * * * * * * * * * * * * * * * * *
* 函数:产生一个最大值不大于指定值的随机正整数(Random)
*
* 参数:MaxNumber : 随机数的上限
* 
* 返回值: 产生的随机数
*
* 最后修改日期:2005.8.6
* * * * * * * * * * * * * * * * * * * * * */
int CSkyblue_RectView::Random(int MaxNumber)
{
	//部下随机种子
	srand( (unsigned)time( NULL ) );
	//产生随机数
	int random = rand() % MaxNumber;
	//保证非0
	if(random == 0 ) random++;

	return random;
}


/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:将当前下坠物的位置映射到游戏区域地图数组中去
*
* 最后修改日期:2005.8.6
* * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::ActiveStatusToGameStatus()
{
	int x1,x2,x3,x4,y1,y2,y3,y4;
	x1 = ActiveStatus[0][0];
	x2 = ActiveStatus[1][0];
	x3 = ActiveStatus[2][0];
	x4 = ActiveStatus[3][0];
	y1 = ActiveStatus[0][1];
	y2 = ActiveStatus[1][1];
	y3 = ActiveStatus[2][1];
	y4 = ActiveStatus[3][1];
	GameStatus[x1][y1]=MAP_STATE_NOT_EMPTY;
	GameStatus[x2][y2]=MAP_STATE_NOT_EMPTY;
	GameStatus[x3][y3]=MAP_STATE_NOT_EMPTY;
	GameStatus[x4][y4]=MAP_STATE_NOT_EMPTY;
}

/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:初始掉落时,将根据方块的样式决定当前动态数组的值
*
* 最后修改日期:2005.8.6
* * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::RectStatusToActiveStatus(int m_which)
{

	switch(m_which)
	{
	case 1:   
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 1;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 2;	ActiveStatus[2][1] = 5;	ActiveStatus[3][0] = 3;	ActiveStatus[3][1] = 5;
		break;
	case 2:    
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 1;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 0;	ActiveStatus[2][1] = 6;	ActiveStatus[3][0] = 1;	ActiveStatus[3][1] = 6;
		break;
	case 3:
		ActiveStatus[0][0] = 1;	ActiveStatus[0][1] = 4;	ActiveStatus[1][0] = 0;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 1;	ActiveStatus[2][1] = 5;	ActiveStatus[3][0] = 1;	ActiveStatus[3][1] = 6;
		break;
	case 4:
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 1;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 1;	ActiveStatus[2][1] = 6;	ActiveStatus[3][0] = 2;	ActiveStatus[3][1] = 6;
		break;
	case 5:
		ActiveStatus[0][0] = 1;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 2;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 0;	ActiveStatus[2][1] = 6;	ActiveStatus[3][0] = 1;	ActiveStatus[3][1] = 6;
		break;
	case 6:
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 0;	ActiveStatus[1][1] = 6;
		ActiveStatus[2][0] = 1;	ActiveStatus[2][1] = 6;	ActiveStatus[3][0] = 2;	ActiveStatus[3][1] = 6;
		break;
	case 7:
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 1;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 2;	ActiveStatus[2][1] = 5;	ActiveStatus[3][0] = 0;	ActiveStatus[3][1] = 6;
		break;
	}
}

/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:初始掉落时,将根据方块的样式决定下一次将要掉下来的动态数组的值
*
* 最后修改日期:2005.8.6
* * * * * * * * * * * * * * * * * * * * * */
void CSkyblue_RectView::RectStatusToNextStatus(int m_which)
{
	switch(m_which)
	{
	case 1:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 1;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 2;	NextStatus[2][1] = 1;	NextStatus[3][0] = 3;	NextStatus[3][1] = 1;
		break;
	case 2:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 1;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 0;	NextStatus[2][1] = 2;	NextStatus[3][0] = 1;	NextStatus[3][1] = 2;
		break;
	case 3:
		NextStatus[0][0] = 1;	NextStatus[0][1] = 0;	NextStatus[1][0] = 0;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 1;	NextStatus[2][1] = 1;	NextStatus[3][0] = 1;	NextStatus[3][1] = 2;
		break;
	case 4:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 1;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 1;	NextStatus[2][1] = 2;	NextStatus[3][0] = 2;	NextStatus[3][1] = 2;
		break;
	case 5:
		NextStatus[0][0] = 1;	NextStatus[0][1] = 1;	NextStatus[1][0] = 2;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 0;	NextStatus[2][1] = 2;	NextStatus[3][0] = 1;	NextStatus[3][1] = 2;
		break;
	case 6:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 0;	NextStatus[1][1] = 2;
		NextStatus[2][0] = 1;	NextStatus[2][1] = 2;	NextStatus[3][0] = 2;	NextStatus[3][1] = 2;
		break;
	case 7:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 1;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 2;	NextStatus[2][1] = 1;	NextStatus[3][0] = 0;	NextStatus[3][1] = 2;
		break;
	}
}

/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:当前方块下降

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