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📄 拼图游戏源代码.txt

📁 拼图游戏源代码
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#include <windows.h>
#include <stdio.h>
#include <time.h>
#include <mmsystem.h>
#include "resource.h"


HINSTANCE hInst;
HBITMAP pic,empty,compare_pic,pict[8],compare_pict[8],other;    //所有图的变量名
HDC hdc,mdc;                                                    //DC名
int mouse_x,mouse_y,n=0,line=3,high3=100,high4=200,high5=300;   //鼠标X Y 移动步数 难度 记录
char str[10]=" ";                                               //字符串,显示步数和记录时用
bool fin=false,new3=true,new4=false,new5=false;                 //完成 难度三 四 五 的重绘
struct Point
{
    int x;
    int y; 
    int num;
}point[26];                                                     //块

ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
void MyPaint();                                                  //显示
void Change_Block(int block1,int block2);                        //交换两块的属性
void Save();                                                     //保存记录
void GetPos();                                                   //为重绘做的随机排列

int APIENTRY WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
    MSG msg;
    MyRegisterClass(hInstance);
    if (!InitInstance (hInstance, nCmdShow))    //如果实例化失败,退出
    {
        return FALSE;
    }
    while (GetMessage(&msg, NULL, 0, 0))        //消息循环,一直获取消息,直到消息返回值为假
    {
        TranslateMessage(&msg);                 //翻译消息
        DispatchMessage(&msg);                  //将消息发到适当的对象上
    }
    return msg.wParam;
}



ATOM MyRegisterClass(HINSTANCE hInstance)    //注册窗口类,通知你要建的窗口是什么样的.可以有多个,用类名来区分
{
    WNDCLASSEX wcex;                                      //类名
    wcex.cbSize = sizeof(WNDCLASSEX);                     //类的长度       cb...表示存储空间
    wcex.style            = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;        //窗口风格  水平horizontal.垂直vertical.重画redraw
    wcex.lpfnWndProc    = (WNDPROC)WndProc;               //指向函数的一个指针 指向WndProc
                                                //LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
    wcex.cbClsExtra        = 0;                              //类变量占用的存储 (cb表示存储空间的前缀)
    wcex.cbWndExtra        = 0;                              //实例变量占用的存储
    wcex.hInstance        = hInstance;                      //定义该类的应用程序实例的句柄
    wcex.hIcon            = LoadIcon(hInstance,MAKEINTRESOURCE(IDI_ICON1));                     //图标对象的句柄
    wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);    //光标图像的句柄
    wcex.hbrBackground    = (HBRUSH)(COLOR_WINDOW+1);       //用于擦掉用户区的刷子的句柄
    wcex.lpszMenuName    = (LPCSTR)IDR_MENU1;                           //标识选单对象的字符串
    wcex.lpszClassName    = "CAN";                          //该类名字的字符串  lpsz长指针,以\0结束
    wcex.hIconSm        = NULL;                           //
    return RegisterClassEx(&wcex);                        //定义完类的各个对象后注册
}



BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
    HWND hWnd;
    hInst = hInstance;
    char filename[30]=" ";
    hWnd = CreateWindow("CAN", "游戏窗口", WS_OVERLAPPEDWINDOW & ~WS_MAXIMIZEBOX & ~WS_THICKFRAME,CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
    if (!hWnd)          //类名,用于标识创建的窗口属于哪个类.
    {
        return FALSE;
    }
    MoveWindow(hWnd,80,100,1087,526,true);
    ShowWindow(hWnd, nCmdShow);
    UpdateWindow(hWnd);

    hdc=GetDC(hWnd);
    mdc=CreateCompatibleDC(hdc);                          //创建缓存
    empty=(HBITMAP)LoadImage(hInstance,"Source\\pic\\empty.bmp",IMAGE_BITMAP,687,526,LR_LOADFROMFILE);
    
    for(int m=0;m<=7;m++)
    {
        sprintf(filename,"Source\\pic\\pic%d.bmp",m);       //读图,没什么好说的
        pict[m] = (HBITMAP)LoadImage(hInstance,filename,IMAGE_BITMAP,600,480,LR_LOADFROMFILE);
        compare_pict[m]=(HBITMAP)LoadImage(hInstance,filename,IMAGE_BITMAP,450,360,LR_LOADFROMFILE);
    }
    pic=pict[0];
    compare_pic=compare_pict[0];
    FILE *fp;                                       //读入record文件中的记录
    if((fp=fopen("Source\\record","ab+"))==NULL)
    {
        MessageBox(NULL,"不能打开record文件,可能被删除,请在Source中重新建立.","",NULL);
        return false;
    }
    else 
    {
        fread(&high3,sizeof(high3),1,fp);
        fread(&high4,sizeof(high4),1,fp);
        fread(&high5,sizeof(high5),1,fp);
        fclose(fp);
    }
    MyPaint();
    return TRUE;
}



LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    PAINTSTRUCT ps;
    int block_num=0;                        //用于鼠标所指的块的编号,非NUM号 要区分
    switch (message) 
    {
    case WM_PAINT:                          //显示
        hdc = BeginPaint(hWnd, &ps);
        hdc=GetDC(hWnd);
        MyPaint();
        EndPaint(hWnd, &ps);
        break;
    case WM_COMMAND:                                      //菜单命令        
        switch(LOWORD(wParam))
        {
        case ID_NEWGAME:
            fin=0;n=0;
            switch(line)
            {
            case 3: new3=true;break;           //读图后要重排图
            case 4: new4=true;break;
            case 5: new5=true;break;
            default:;
            }
            MyPaint();
            break;
        case ID_PIC0:
            pic=pict[0];                       //读入大图
            compare_pic=compare_pict[0];       //读入参照图 
            fin=0;n=0;
            switch(line)
            {
            case 3: new3=true;break;           //读图后要重排图
            case 4: new4=true;break;
            case 5: new5=true;break;
            default:;
            }
            MyPaint();
            break;
        case ID_PIC1:
                pic=pict[1];
                compare_pic=compare_pict[1];
                fin=0;n=0;
                switch(line)
                {
                case 3: new3=true;break;
                case 4: new4=true;break;
                case 5: new5=true;break;
                default:;
                }
                MyPaint();
                break;
        case ID_PIC2:
            pic=pict[2];
            compare_pic=compare_pict[2];
            fin=0;n=0;
            switch(line)
            {
            case 3: new3=true;break;
            case 4: new4=true;break;
            case 5: new5=true;break;
            default:;
            }
            MyPaint();
            break;        
        case ID_PIC3:
            pic=pict[3];
            compare_pic=compare_pict[3];
            fin=0;n=0;
            switch(line)
            {
            case 3: new3=true;break;
            case 4: new4=true;break;
            case 5: new5=true;break;
            default:;
            }
            MyPaint();
            break;
        case ID_PIC4:
            pic=pict[4];
            compare_pic=compare_pict[4];
            fin=0;n=0;
            switch(line)
            {
            case 3: new3=true;break;
            case 4: new4=true;break;
            case 5: new5=true;break;
            default:;
            }
            MyPaint();
            break;
        case ID_PIC5:
            pic=pict[5];
            compare_pic=compare_pict[5];
            fin=0;n=0;
            switch(line)
            {
            case 3: new3=true;break;
            case 4: new4=true;break;
            case 5: new5=true;break;
            default:;
            }
            MyPaint();
            break;
        case ID_PIC6:
            pic=pict[6];
            compare_pic=compare_pict[6];
            fin=0;n=0;
            switch(line)
            {
            case 3: new3=true;break;
            case 4: new4=true;break;
            case 5: new5=true;break;
            default:;
            }
            MyPaint();
            break;
        case ID_PIC7:
            pic=pict[7];
            compare_pic=compare_pict[7];
            fin=0;n=0;
            switch(line)
            {
            case 3: new3=true;break;
            case 4: new4=true;break;
            case 5: new5=true;break;
            default:;
            }
            MyPaint();
            break;
        case ID_PIC8:
            if(LoadImage(NULL,"Source\\pic\\other.bmp",IMAGE_BITMAP,600,480,LR_LOADFROMFILE))    //成功载入other.bmp
            {
                pic = (HBITMAP)LoadImage(NULL,"Source\\pic\\other.bmp",IMAGE_BITMAP,600,480,LR_LOADFROMFILE);    
                compare_pic=(HBITMAP)LoadImage(NULL,"Source\\pic\\other.bmp",IMAGE_BITMAP,450,360,LR_LOADFROMFILE);
                fin=0;n=0;
                switch(line)
                {
                case 3: new3=true;break;     
                case 4: new4=true;break;
                case 5: new5=true;break;
                default:;
                }
                MyPaint();
            }
            else MessageBox(hWnd,"pic文件夹中无other.bmp文件.","说明",NULL);    //未成功载入other.bmp
            break;
       case ID_THREE:
           new3=true;new4=false;new5=false;line=3;fin=0;n=0;  //如果选难度三,则要重排图,不许四,五重排.难度设为三,标记未完成,n从0记数.
           MyPaint();
           break;
        case ID_FOUR:
            new3=false;new4=true;new5=false;line=4;fin=0;n=0;
            MyPaint();
            break;
        case ID_FIVE:
            new3=false;new4=false;new5=true;line=5;fin=0;n=0;
            MyPaint();
            break;
        case ID_INTRODUCE:
            MessageBox(hWnd,"鼠标点击移动,拼完整即胜利!\n\n如果想自添加图需要用BMP格式,文件名为other.bmp。并放入pic文件夹中.","说明",NULL);
            break;
        case ID_ABOUT:
            MessageBox(hWnd,"如发现BUG或有好的建议。请致信EMAIL:29648634@qq.com。谢谢!\n\n\t    Special Thank 老婆--悦 对我的大力支持!\n\n\t\t\t\t\t作者:高坤","说明",NULL);
            break;
        case ID_EXIT:
            
                DestroyWindow(hWnd);
            
            break;
        default:
            MessageBox(hWnd,"菜单命令错误!","",NULL);
            
        }
        break;

        case WM_LBUTTONDOWN:                               //鼠标左键控制块的移动
            mouse_x=LOWORD(lParam);                        //记录鼠标的位置
            mouse_y=HIWORD(lParam);
            block_num=0;        
            switch(line)
            {
            case 3:
                if(mouse_x<600 && mouse_y<480)                     //鼠标在允许点击的大图上才赋块值
                    block_num=mouse_x/200+1+(mouse_y/160)*3;
                if(!fin && block_num>0)
                {
                    sndPlaySound("Source\\sound\\click.wav",SND_ASYNC | SND_FILENAME);
                    switch(block_num)
                    {
                    case 1:
                        if(point[2].num==9)                  //第一块可以与第二块交换
                        {
                            Change_Block(1,2);
                            n++;                                         //移动步数加1
                        }
                        else if(point[4].num==9)           //第一块可以与第四块交换
                        {
                            Change_Block(1,4);
                            n++;                                         //移动步数加1
                        }
                        break;
                    case 2:
                        if(point[1].num==9)                          //第二块可以与第一块交换
                        {
                            Change_Block(2,1);
                            n++;    //移动步数加1
                        }
                        else if(point[5].num==9)                          //第二块可以与第五块交换
                        {
                            Change_Block(2,5);
                            n++;    //移动步数加1
                        }
                        else if(point[3].num==9)                          //第二块可以与第三块交换
                        {
                            Change_Block(2,3);
                            n++;    //移动步数加1
                        }
                        break;
                    case 3:
                        if(point[2].num==9)                              //第三块可以与第二块交换
                        {
                            Change_Block(3,2);
                            n++;  //移动步数加1
                        }
                        else if(point[6].num==9)                              //第三块可以与第六块交换
                        {
                            Change_Block(3,6);
                            n++;  //移动步数加1
                        }
                        break;
                    case 4:
                        if(point[1].num==9)                          //第四块可以与第一块交换
                        {
                            Change_Block(4,1);
                            n++;    //移动步数加1
                        }
                        else if(point[5].num==9)                          //第四块可以与第五块交换
                        {
                            Change_Block(4,5);
                            n++;    //移动步数加1
                        }
                        else if(point[7].num==9)                          //第四块可以与第七块交换
                        {

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