opengl3D迷宮C實(shí)現(xiàn)源代碼_第1頁(yè)
opengl3D迷宮C實(shí)現(xiàn)源代碼_第2頁(yè)
opengl3D迷宮C實(shí)現(xiàn)源代碼_第3頁(yè)
opengl3D迷宮C實(shí)現(xiàn)源代碼_第4頁(yè)
opengl3D迷宮C實(shí)現(xiàn)源代碼_第5頁(yè)
免費(fèi)預(yù)覽已結(jié)束,剩余11頁(yè)可下載查看

下載本文檔

版權(quán)說明:本文檔由用戶提供并上傳,收益歸屬內(nèi)容提供方,若內(nèi)容存在侵權(quán),請(qǐng)進(jìn)行舉報(bào)或認(rèn)領(lǐng)

文檔簡(jiǎn)介

1、實(shí)用文案#include stdafx.h#include #include #include #include #include using namespace std; void drawwalls(void); void drawtop(void); void drawball(void);#define IDM_APPLICATION_EXIT (101)#define IDM_APPLICATION_TEXTURE (102)#define IDM_APPLICATION_BANK (103)#define MAZE_HEIGHT (16)#define MAZE_WIDTH (16

2、)#define STARTING_POINT_X (13.5f);#define STARTING_POINT_Y (1.5f);#define STARTING_HEADING (90.0f);float player_x = STARTING_POINT_X ;float player_y = STARTING_POINT_Y ;float player_h = STARTING_HEADING ; / players headingfloat player_s = 0.0f;/ forward speed of the playerfloat player_m = 1.0f;/ spe

3、ed multiplier of the playerfloat player_t = 0.0f;/ players turning (change in heading)float player_b = 0.0f;/ viewpoint bank (roll)static float texcoordX=0.0f;intwalllist=0;intmazelist=0;intballlist=0;int status=1;bool searchroute=false;bool keystate4=false,false,false,false;char mazedataMAZE_HEIGHT

4、MAZE_WIDTH = riiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiinH,H,H,H,H,H,H,H,H,H,H,H,H,H,H,H,H, , , , , , , ,H, , , , , , ,H,I I I , j j j j j j ,11, j j j j j j * * j ji i i|_ii i |_| |_| |_| |_| H, ,H, ,H,H,H, ,H, ,H, , , , ,H,i I I|_|I Ll Ll Ll Ll LinH, ,H,H, , ,H,

5、 ,H,H, ,H, ,H, ,H,H, , , , , ,H, , , , , , ,H, ,H,I I I , j j j j ,11, j j j j j ,11, j * * J jriiii i i iiii iiii iiii iiii iiii iiii iiii iiii i i iiii iiii iiii i i iiinH, ,H,H,H,H,H,H,H,H, ,H,H,H, ,H,標(biāo)準(zhǔn)文檔H, , , , , , , , , , , ,H, , ,H,I I I , J J J J J J J J J J ,11, J J * * J Jriiii i i iiii i

6、iii iiii iiii iiii i i iiii iiii iiii i i iiii iiii iiii iiinH, ,H,H,H,H,H, ,H,H,H, ,H,H,H,H,i i H, ,H, , , ,H, , , ,H, , , , ,H, Ll Ll Ll Ll Ll LlH, , , ,H,H,H,H,H,H,H, , , , ,H,i i ill LinH, ,H, , , ,H, , , ,H, , ,H, ,H,riiii i i iiii iiii iiii iiii iiii i i iiii iiii iiii iiii i i iiii i i iiinH,

7、 ,H,H,H,H,H, ,H,H,H,H, ,H, ,H,H, , , , , ,H, , , , , , ,H, ,H,I i i , j j j j ,11, j j j j j ,11, j * * j jriiii iiii iiii iiii i i iiii iiii iiii iiii i i iiii iiii iiii i i iiinH, , ,H,H, ,H,H,H,H, ,H,H,H, ,H, LlH, , , ,H, ,H, , , , ,H, , , ,H,riiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iii

8、i iiii iiii i i iiii iiin H,H,H,H,H,H,H,H,H,H,H,H,H, ,H,H,;void myinit()glClearColor(0.5f, 0.5f, 0.5f, 0.0f);glColor3f(1.0,1.0,1.0); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D);walllist=glGenLists(2);mazelist=walllist+1;balllist=walllist+2; glNewList(walllist,GL_COMPILE);drawwalls();glEndList()

9、;glNewList(mazelist,GL_COMPILE);drawtop();glEndList();glNewList(balllist,GL_COMPILE);drawball();glEndList();glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(60.0, 1.0 , 0.1, 60.0);glMatrixMode(GL_MODELVIEW);glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);e 1? I 2? ?D?bool wall(int x,int

10、y) return (x=0& y=0 & xMAZE_WIDTH & yMAZE_HEIGHT &mazedatayx!= );bool onopen(int x,int y)if(wall(x,y)return(mazedatayx=H);void closeit(int x,int y) if(onopen(x,y)mazedatayx= X;bool neighbor(int x,int y,int w,int *nx,int *ny)switch(w) case 0:*nx = x-1; *ny=y;break;case 1:*nx = x;*ny=y+1; break;case 2

11、:*nx = x+1; *ny=y;break;case 3:*nx = x;*ny=y-1; break;default:break;return wall(*nx,*ny);bool diagnal(int x,int y,int w,int *nx,int *ny) switch(w) case 0:*nx = x-1; *ny=y-1; break;case 1:*nx = x-1; *ny=y+1; break; case 2:*nx = x+1; *ny=y+1; break; case 3:*nx = x+1; *ny=y-1; break; default:break;retu

12、rn wall(*nx,*ny);void dw(int x,int y,int p) int w=p;closeit(x,y);doint x2=0;int y2=0; if(neighbor(x,y,w,&x2,&y2)if(onopen(x2,y2) dw(x2,y2,(w+3)%4);else if(w+1)%4 =p)return ;else float fx;float fy;if(diagnal(x,y,w,&x2,&y2) & onopen(x2,y2) dw(x2,y2,(w+2)%4);texcoordX=(texcoordX0.5)?1.0f:0.0f;fx = (flo

13、at)x+(w=1|w=2)?1.0f:0.0f);fy = (float)y+(w=0|w=1)?1.0f:0.0f);glTexCoord2f(texcoordX,0.0f);glVertex3f(fx,fy,0.0f);glTexCoord2f(texcoordX,1.0f);glVertex3f(fx,fy,1.0f);w+;w%=4;while (w!=p);return ;void drawwalls() glEnable(GL_TEXTURE_2D); glBegin(GL_QUAD_STRIP); glColor3f(1.0,1.0,1.0); glVertex3f(0.0f,

14、 0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 1.0f); dw(0,0,0);glEnd();void drawtop() int x,y;glBegin(GL_QUADS);for(y=0;yMAZE_HEIGHT;y+) for(x=0;x x+1.0f - bf) & wall(x+1,y) px = (float)(x)+1.0f-bf;h+;if(py y+1.0f-bf & wall(x,y+1)py = (float)(y)+1.0f-bf;h+;if(px x+bf & wall(x-1,y) px = (float)(x)+bf;h+;if(py

15、 y+bf & wall(x,y-1) py = (float)(y)+bf;h+;player_x=px;player_y=py;void drawball()glDisable(GL_TEXTURE_2D);glColor3f(1.0,0.0,0.0);glutSolidSphere(0.2f,15,15);void navmaze1()forward(player_x+player_s*(float)sin(player_h*3.14/180),player_y+player_s*(float)cos(player_h*3.14/180),0.2f);coutplayer_xplayer

16、_yendl;player_h+=player_t;player_b = 3*player_b/4 + player_t/4; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity();glPushMatrix();glRotatef(-90.0f,1.0f,0.0f,0.0f);glRotatef(player_h,0.0f,0.0f,1.0f); glTranslatef(-player_x,-player_y,-0.5f);glCallList(walllist);glPopMatrix();void nav

17、maze2()forward(player_x+player_m*player_s*(float)sin(player_h*3.14/180), player_y+player_m*player_s*(float)cos(player_h*3.14/180),0.2f);coutplayer_xplayer_xendl;player_h+=player_t;player_b = 3*player_b/4 + player_t/4; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity();glOrtho(-16.0

18、,16.0,-16.0,16.0,-2.0,20.0); glPushMatrix();glRotatef(90.0f,0.0f,0.0f,1.0f);glTranslatef(-MAZE_WIDTH /2,-MAZE_HEIGHT/2,-0.5f);glCallList(walllist);glCallList(mazelist);glPushMatrix();glTranslatef(player_x,player_y,0.5f);glCallList(balllist);glPopMatrix();glPopMatrix();void myDisplay()if(status=1)if(

19、searchroute=true)else navmaze1();if(status=3)if(searchroute=true)else navmaze2();glFlush();glutSwapBuffers();void myReshape(int w, int h)glViewport(0,0,w,h);glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glutPostRedisplay();void specialKeys(int key,int x

20、,int y)switch (key)case GLUT_KEY_LEFT: keystate2 = true; player_t = -2.0f;break;case GLUT_KEY_RIGHT: keystate3 = true; player_t = 2.0f; break;case GLUT_KEY_UP: keystate0 = true; player_s = 0.01f; break;case GLUT_KEY_DOWN: keystate1 = true; player_s = -0.01f; break;default:break;void keyboard(unsigned char key,int x,int y)switch (key)case 1:status=1;break;case 3:status=3;break;default:break;glutPostRedisplay();void upSpecialKeyboard(int key,int x,int y)switch (key)case GLUT_KEY_LEFT: keystate2 = false; player_t = 0.0f;

溫馨提示

  • 1. 本站所有資源如無特殊說明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請(qǐng)下載最新的WinRAR軟件解壓。
  • 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請(qǐng)聯(lián)系上傳者。文件的所有權(quán)益歸上傳用戶所有。
  • 3. 本站RAR壓縮包中若帶圖紙,網(wǎng)頁(yè)內(nèi)容里面會(huì)有圖紙預(yù)覽,若沒有圖紙預(yù)覽就沒有圖紙。
  • 4. 未經(jīng)權(quán)益所有人同意不得將文件中的內(nèi)容挪作商業(yè)或盈利用途。
  • 5. 人人文庫(kù)網(wǎng)僅提供信息存儲(chǔ)空間,僅對(duì)用戶上傳內(nèi)容的表現(xiàn)方式做保護(hù)處理,對(duì)用戶上傳分享的文檔內(nèi)容本身不做任何修改或編輯,并不能對(duì)任何下載內(nèi)容負(fù)責(zé)。
  • 6. 下載文件中如有侵權(quán)或不適當(dāng)內(nèi)容,請(qǐng)與我們聯(lián)系,我們立即糾正。
  • 7. 本站不保證下載資源的準(zhǔn)確性、安全性和完整性, 同時(shí)也不承擔(dān)用戶因使用這些下載資源對(duì)自己和他人造成任何形式的傷害或損失。

評(píng)論

0/150

提交評(píng)論