走迷宫程序(含自动迷宫生成)
2011-3-12 ~ 2021-3-7
(2)
迷宫程序。执行效果如下:
程序间有足够多的注释,就不多作介绍了。代码如下:
///////////////////////////////////////////////////
// 程序名称:迷宫 游戏
// 编译环境:Visual C++ 6.0 / 2010,EasyX 2013霜降版
// 作 者:krissi <zhaoh1987@qq.com>
// 最后修改:2011-3-12
//
#include <graphics.h>
#include <time.h>
//////////////////////////////////////////////////////
// 定义全局变量
//
BYTE** g_aryMap = NULL; // 迷宫地图
SIZE g_szMap; // 迷宫地图的尺寸
IMAGE g_imgSight(360, 280); // 游戏的视野
RECT g_rtSight; // 游戏的视野的范围
IMAGE g_imgItem(180, 20); // 地图元素
IMAGE g_imgGPS; // 迷你地图,用于显示游戏者在地图中的位置
POINT g_ptGPS; // 迷你地图的显示位置
SIZE g_szGPS; // 迷你地图的尺寸
POINT g_ptPlayer; // 游戏者的位置
// 枚举地图元素,兼做元素位置的 x 坐标
enum MAPITEM { MAP_WALL = 0, MAP_PLAYER = 20, MAP_GROUND = 40, MAP_MARKRED = 60, MAP_MARKGREEN = 80, MAP_MARKYELLOW = 100, MAP_ENTRANCE = 120, MAP_EXIT = 140, MAP_OUTSIDE = 160 };
// 枚举用户的控制命令
enum CMD { CMD_QUIT = 1, CMD_UP = 2, CMD_DOWN = 4, CMD_LEFT = 8, CMD_RIGHT = 16, CMD_MARKRED = 32, CMD_MARKGREEN = 64, CMD_MARKYELLOW = 128, CMD_CLEARMARK = 256 };
//////////////////////////////////////////////////////
// 函数声明
//
void Welcome(); // 绘制游戏界面
void InitImage(); // 初始化游戏图片
void InitGame(); // 初始化游戏数据
void GetMazeSize(); // 提示用户输入迷宫大小
void MakeMaze(int width, int height); // 生成迷宫:初始化(注:宽高必须是奇数)
void TravelMaze(int x, int y); // 生成迷宫:遍历 (x, y) 四周
MAPITEM GetMazeItem(int x, int y); // 获取指定坐标的迷宫元素
void Paint(); // 绘制视野范围内的迷宫
int GetCmd(); // 获取用户输入的命令
void DispatchCmd(int cmd); // 处理用户输入的命令
void OnUp(); // 向上移动
void OnLeft(); // 向左移动
void OnRight(); // 向右移动
void OnDown(); // 向下移动
void OnMark(MAPITEM value); // 在地图中做标记
bool CheckWin(); // 检查是否到出口
bool Quit(); // 询问用户是否退出游戏
//////////////////////////////////////////////////////
// 函数定义
//
// 主程序
void main()
{
// 初始化
initgraph(640, 480); // 创建绘图窗口
srand((unsigned)time(NULL)); // 设置随机种子
// 显示主界面
Welcome();
// 初始化
InitImage();
InitGame();
// 游戏过程
int c;
while( !(((c = GetCmd()) & CMD_QUIT) && Quit()) )
{
DispatchCmd(c);
Paint();
if (CheckWin())
break;
// 延时
Sleep(100);
}
// 清理迷宫地图占用的内存
for(int x = 0; x < g_szMap.cx + 2; x++)
delete[] g_aryMap[x];
delete [] g_aryMap;
// 关闭图形模式
closegraph();
}
// 绘制游戏界面
void Welcome()
{
// 绘制渐变色外框
for(int i=0; i<128; i++)
{
setlinecolor(RGB(0, 0, (127 - i) << 1));
rectangle(149 - i, 109 - (i >> 1), 490 + i, 370 + (i >> 1));
}
// 设置字体样式
settextcolor(WHITE);
setbkmode(TRANSPARENT);
// 绘制标题
settextstyle(36, 0, _T("宋体"));
outtextxy(248, 40, _T("迷 宫"));
// 绘制操作说明
settextstyle(12, 0, _T("宋体"));
outtextxy(50, 382, _T("控制说明:"));
outtextxy(74, 400, _T("方向键或 A/S/D/W:移动"));
outtextxy(74, 418, _T("空格、Y、G:在地图上做红、黄、绿色 M 标记"));
outtextxy(74, 436, _T("C:清除地图上的标记"));
outtextxy(74, 454, _T("ESC:退出程序"));
}
// 初始化游戏图片
void InitImage()
{
// 预绘制游戏图片到 IMAGE 缓存(可以修改为加载图片以获得更好效果)
SetWorkingImage(&g_imgItem);
cleardevice();
// 绘制 PLAYER
setorigin(MAP_PLAYER, 0);
setfillcolor(YELLOW);
setlinecolor(YELLOW);
fillellipse(2, 2, 17, 17);
setlinecolor(BLACK);
line(7, 7, 7, 8);
line(12, 7, 12, 8);
arc(5, 6, 14, 14, 3.34, 6.08);
// 绘制墙壁
setorigin(MAP_WALL, 0);
settextcolor(BROWN);
setfillstyle((BYTE*)"\x20\x20\x20\xff\x04\x04\x04\xff");
setlinecolor(BROWN);
solidrectangle(1, 1, 18, 18);
rectangle(0, 0, 19, 19);
// 绘制红色标记
setorigin(MAP_MARKRED, 0);
setlinecolor(RED);
moveto(5, 15);
linerel(0, -10); linerel(5, 5); linerel(5, -5); linerel(0, 10);
// 绘制绿色标记
setorigin(MAP_MARKGREEN, 0);
setlinecolor(GREEN);
moveto(5, 15);
linerel(0, -10); linerel(5, 5); linerel(5, -5); linerel(0, 10);
// 绘制黄色标记
setorigin(MAP_MARKYELLOW, 0);
setlinecolor(YELLOW);
moveto(5, 15);
linerel(0, -10); linerel(5, 5); linerel(5, -5); linerel(0, 10);
// 绘制入口
setorigin(MAP_ENTRANCE, 0);
setlinecolor(GREEN);
settextstyle(12, 0, _T("宋体"));
outtextxy(4, 4, _T("入"));
// 绘制出口
setorigin(MAP_EXIT, 0);
outtextxy(4, 4, _T("出"));
// 绘制迷宫外面的空地
setorigin(MAP_OUTSIDE, 0);
settextcolor(GREEN);
setfillstyle((BYTE*)"\x50\x55\x22\x20\x05\x55\x22\x02");
solidrectangle(0, 0, 19, 19);
// 恢复坐标系
setorigin(0, 0);
// 显示作者
SetWorkingImage();
settextcolor(BLUE);
TCHAR author[] = _T("Powered by zhaoh1987@qq.com");
outtextxy(471, 4, author);
settextcolor(LIGHTBLUE);
outtextxy(470, 3, author);
}
// 初始化游戏数据
void InitGame()
{
// 提示用户输入迷宫大小
GetMazeSize();
// 初始化参数
if (g_aryMap != NULL)
{ // 清理迷宫地图占用的内存
for(int x = 0; x < g_szMap.cx + 2; x++)
delete[] g_aryMap[x];
delete [] g_aryMap;
}
MakeMaze(g_szMap.cx, g_szMap.cy); // 创建迷宫
g_ptPlayer.x = 2; // 设置游戏者的位置
g_ptPlayer.y = 2;
g_rtSight.left = 0; // 设置视野范围
g_rtSight.top = 0;
g_rtSight.right = 17;
g_rtSight.bottom= 13;
// 设置 GPS 显示区
setfillcolor(BLUE);
solidrectangle(522, 368, 637, 471);
if (g_szMap.cx > g_szMap.cy) { g_szGPS.cx = 100; g_szGPS.cy = (int)(100.0 * g_szMap.cy / g_szMap.cx + 0.5); }
else { g_szGPS.cy = 100; g_szGPS.cx = (int)(100.0 * g_szMap.cx / g_szMap.cy + 0.5); }
Resize(&g_imgGPS, g_szGPS.cx, g_szGPS.cy);
g_ptGPS.x = 530 + 50 - g_szGPS.cx / 2;
g_ptGPS.y = 370 + 50 - g_szGPS.cy / 2;
// 画迷你地图外框
setlinecolor(RED);
rectangle(g_ptGPS.x - 1, g_ptGPS.y - 1, g_ptGPS.x + g_szGPS.cx, g_ptGPS.y + g_szGPS.cy);
// 画迷你地图入口和出口
setlinecolor(YELLOW);
moveto(g_ptGPS.x - 8, g_ptGPS.y + g_szGPS.cy / g_szMap.cy);
linerel(7, 0); linerel(-3, -3); moverel(3, 3); linerel(-3, 3);
moveto(g_ptGPS.x + g_szGPS.cx, g_ptGPS.y + g_szGPS.cy - g_szGPS.cy / g_szMap.cy);
linerel(7, 0); linerel(-3, -3); moverel(3, 3); linerel(-3, 3);
// 绘制游戏区
Paint();
}
// 提示用户输入迷宫大小
void GetMazeSize()
{
g_szMap.cx = g_szMap.cy = 0;
// 获取用户输入的宽高
TCHAR s[4];
while(g_szMap.cx < 20 || g_szMap.cx > 200)
{
InputBox(s, 4, _T("请输入迷宫的宽度\n范围:20~200"), _T("输入"), _T("25"));
g_szMap.cx = _ttoi(s);
}
while(g_szMap.cy < 20 || g_szMap.cx > 200)
{
InputBox(s, 4, _T("请输入迷宫的高度\n范围:20~200"), _T("输入"), _T("25"));
g_szMap.cy = _ttoi(s);
}
// 确保宽高为奇数
if (g_szMap.cx % 2 != 1) g_szMap.cx++;
if (g_szMap.cy % 2 != 1) g_szMap.cy++;
}
// 生成迷宫:初始化(注:宽高必须是奇数)
void MakeMaze(int width, int height)
{
if (width % 2 != 1 || height % 2 != 1)
return;
int x, y;
// 定义迷宫尺寸,并分配迷宫内存
g_aryMap = new BYTE*[width + 2];
for(x = 0; x < width + 2; x++)
{
g_aryMap[x] = new BYTE[height + 2];
memset(g_aryMap[x], MAP_WALL, height + 2);
}
// 定义边界
for (x = 0; x <= width + 1; x++)
g_aryMap[x][0] = g_aryMap[x][height + 1] = MAP_GROUND;
for (y = 1; y <= height; y++)
g_aryMap[0][y] = g_aryMap[width + 1][y] = MAP_GROUND;
// 定义入口和出口
g_aryMap[1][2] = MAP_ENTRANCE;
g_aryMap[width][height - 1] = MAP_EXIT;
// 从任意点开始遍历生成迷宫
TravelMaze(((rand() % (width - 1)) & 0xfffe) + 2, ((rand() % (height - 1)) & 0xfffe) + 2);
// 将边界标记为迷宫外
for (x = 0; x <= width + 1; x++)
g_aryMap[x][0] = g_aryMap[x][height + 1] = MAP_OUTSIDE;
for (y = 1; y <= height; y++)
g_aryMap[0][y] = g_aryMap[width + 1][y] = MAP_OUTSIDE;
}
// 生成迷宫:遍历 (x, y) 四周
void TravelMaze(int x, int y)
{
// 定义遍历方向
int d[4][2] = {0, 1, 1, 0, 0, -1, -1, 0};
// 将遍历方向乱序
int n, t, i;
for(i = 0; i < 4; i++)
{
n = rand() % 4;
t = d[i][0], d[i][0] = d[n][0], d[n][0] = t;
t = d[i][1], d[i][1] = d[n][1], d[n][1] = t;
}
// 尝试周围四个方向
g_aryMap[x][y] = MAP_GROUND;
for(i = 0; i < 4; i++)
if (g_aryMap[x + 2 * d[i][0]][y + 2 * d[i][1]] == MAP_WALL)
{
g_aryMap[x + d[i][0]][y + d[i][1]] = MAP_GROUND;
TravelMaze(x + d[i][0] * 2, y + d[i][1] * 2); // 递归
}
}
// 获取指定坐标的迷宫元素
MAPITEM GetMazeItem(int x, int y)
{
return (MAPITEM)g_aryMap[x][y];
}
// 绘制视野范围内的迷宫
void Paint()
{
int x1, y1;
// 绘制视野内的迷宫
SetWorkingImage(&g_imgSight);
for(int x = g_rtSight.left; x <= g_rtSight.right; x++)
for(int y = g_rtSight.top; y <= g_rtSight.bottom; y++)
{
x1 = (x - g_rtSight.left) * 20;
y1 = (y - g_rtSight.top) * 20;
putimage(x1, y1, 20, 20, &g_imgItem, GetMazeItem(x, y), 0);
}
// 绘制游戏者
x1 = (g_ptPlayer.x - g_rtSight.left) * 20;
y1 = (g_ptPlayer.y - g_rtSight.top) * 20;
putimage(x1, y1, 20, 20, &g_imgItem, MAP_PLAYER, 0);
// 绘制迷你地图
SetWorkingImage(&g_imgGPS);
cleardevice();
int tx = (int)((g_ptPlayer.x - 1) * g_szGPS.cx / (double)(g_szMap.cx - 1) + 0.5);
int ty = (int)((g_ptPlayer.y - 1) * g_szGPS.cy / (double)(g_szMap.cy - 1) + 0.5);
setlinecolor(YELLOW);
circle(tx, ty, 1);
// 更新到绘图窗口
SetWorkingImage();
putimage(150, 110, 340, 260, &g_imgSight, 10, 10);
putimage(g_ptGPS.x, g_ptGPS.y, &g_imgGPS);
}
// 获取用户输入的命令
int GetCmd()
{
int c = 0;
if (GetAsyncKeyState(VK_LEFT) & 0x8000) c |= CMD_LEFT;
if (GetAsyncKeyState(VK_RIGHT) & 0x8000) c |= CMD_RIGHT;
if (GetAsyncKeyState(VK_UP) & 0x8000) c |= CMD_UP;
if (GetAsyncKeyState(VK_DOWN) & 0x8000) c |= CMD_DOWN;
if (GetAsyncKeyState('A') & 0x8000) c |= CMD_LEFT;
if (GetAsyncKeyState('D') & 0x8000) c |= CMD_RIGHT;
if (GetAsyncKeyState('W') & 0x8000) c |= CMD_UP;
if (GetAsyncKeyState('S') & 0x8000) c |= CMD_DOWN;
if (GetAsyncKeyState(' ') & 0x8000) c |= CMD_MARKRED;
if (GetAsyncKeyState('G') & 0x8000) c |= CMD_MARKGREEN;
if (GetAsyncKeyState('Y') & 0x8000) c |= CMD_MARKYELLOW;
if (GetAsyncKeyState('C') & 0x8000) c |= CMD_CLEARMARK;
if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) c |= CMD_QUIT;
return c;
}
// 处理用户输入的命令
void DispatchCmd(int cmd)
{
if (cmd & CMD_UP) OnUp();
if (cmd & CMD_DOWN) OnDown();
if (cmd & CMD_LEFT) OnLeft();
if (cmd & CMD_RIGHT) OnRight();
if (cmd & CMD_MARKRED) OnMark(MAP_MARKRED);
if (cmd & CMD_MARKGREEN) OnMark(MAP_MARKGREEN);
if (cmd & CMD_MARKYELLOW) OnMark(MAP_MARKYELLOW);
if (cmd & CMD_CLEARMARK) OnMark(MAP_GROUND);
}
// 向上移动
void OnUp()
{
if (g_ptPlayer.y > 1 && GetMazeItem(g_ptPlayer.x, g_ptPlayer.y - 1) != MAP_WALL)
{
g_ptPlayer.y--;
if (g_ptPlayer.y - g_rtSight.top < 4 && g_rtSight.top > 0)
{
g_rtSight.top--;
g_rtSight.bottom--;
}
}
}
// 向左移动
void OnLeft()
{
if (g_ptPlayer.x > 1 && GetMazeItem(g_ptPlayer.x - 1, g_ptPlayer.y) != MAP_WALL && GetMazeItem(g_ptPlayer.x - 1, g_ptPlayer.y) != MAP_ENTRANCE)
{
g_ptPlayer.x--;
if (g_ptPlayer.x - g_rtSight.left < 5 && g_rtSight.left > 0)
{
g_rtSight.left--;
g_rtSight.right--;
}
}
}
// 向右移动
void OnRight()
{
if (g_ptPlayer.x < g_szMap.cx && GetMazeItem(g_ptPlayer.x + 1, g_ptPlayer.y) != MAP_WALL)
{
g_ptPlayer.x++;
if (g_rtSight.right - g_ptPlayer.x < 5 && g_rtSight.right <= g_szMap.cx)
{
g_rtSight.left++;
g_rtSight.right++;
}
}
}
// 向下移动
void OnDown()
{
if (g_ptPlayer.y < g_szMap.cy && GetMazeItem(g_ptPlayer.x, g_ptPlayer.y + 1) != MAP_WALL)
{
g_ptPlayer.y++;
if (g_rtSight.bottom - g_ptPlayer.y < 4 && g_rtSight.bottom <= g_szMap.cy)
{
g_rtSight.top++;
g_rtSight.bottom++;
}
}
}
// 在地图中做标记
void OnMark(MAPITEM value)
{
g_aryMap[g_ptPlayer.x][g_ptPlayer.y] = value;
}
// 检查是否到出口
bool CheckWin()
{
if (g_ptPlayer.x == g_szMap.cx && g_ptPlayer.y == g_szMap.cy - 1)
{
HWND hwnd = GetHWnd();
if (MessageBox(hwnd, _T("恭喜你走出来了!\n您想再来一局吗?"), _T("恭喜"), MB_YESNO | MB_ICONQUESTION) == IDYES)
{
InitGame();
return false;
}
else
return true;
}
return false;
}
// 询问用户是否退出游戏
bool Quit()
{
HWND hwnd = GetHWnd();
return (MessageBox(hwnd, _T("您确定要退出游戏吗?"), _T("询问"), MB_OKCANCEL | MB_ICONQUESTION) == IDOK);
}