![oenglD迷宮C實現(xiàn)源代碼_第1頁](http://file3.renrendoc.com/fileroot_temp3/2022-3/3/00161ab1-cfbd-45ea-a606-ad816b7afdfa/00161ab1-cfbd-45ea-a606-ad816b7afdfa1.gif)
![oenglD迷宮C實現(xiàn)源代碼_第2頁](http://file3.renrendoc.com/fileroot_temp3/2022-3/3/00161ab1-cfbd-45ea-a606-ad816b7afdfa/00161ab1-cfbd-45ea-a606-ad816b7afdfa2.gif)
![oenglD迷宮C實現(xiàn)源代碼_第3頁](http://file3.renrendoc.com/fileroot_temp3/2022-3/3/00161ab1-cfbd-45ea-a606-ad816b7afdfa/00161ab1-cfbd-45ea-a606-ad816b7afdfa3.gif)
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),請進行舉報或認領(lǐng)
文檔簡介
1、#include <iostream> 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)#define STARTING_POINT_X (13.5f);#define S
2、TARTING_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 ; / player's heading float player_s = 0.0f; / forward speed of the playerfloat player_m = 1.0f; / speed multiplier of the playerfloat pl
3、ayer_t = 0.0f; / player's turning (change in heading)float player_b = 0.0f; / viewpoint bank (roll)static float texcoordX=0.0f;int walllist=0;int mazelist=0;int balllist=0;int status=1;bool searchroute=false;bool keystate4=false,false,false,false;char mazedataMAZE_HEIGHTMAZE_WIDTH = riiii iiii i
4、iii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiin 'H','H','H','H','H','H','H','H','H','H','H','H','H','H','H','H','H',' ',' ',
5、9; ',' ',' ',' ',' ','H',' ',' ',' ',' ',' ',' ','H',I I I, j j j j j j ,I I, j j j j j ,I i 門r'H' ' ' 'Ll' ' ' 'Ll' 'Ll' 'Ll' ' ' '
6、Ll' ' ' Lin'H',' ','H',' ','H','H','H',' ','H',' ','H',' ',' ',' ',' ','H',r'H' ' ' 'Ll' ' ' 'Ll' 'Ll' '
7、9; 'Ll' ' ' 'Ll' ' ' 'Lin'H',' ','H','H',' ',' ','H',' ','H','H',' ','H',' ','H',' ','H','H',' ',' ',' '
8、,' ',' ','H',' ',' ',' ',' ',' ',' ','H',' ','H',I I I, J J J J ,I I, J J J J J ,I I,I I 門riiii i i iiii iiii iiii iiii iiii iiii iiii iiii i i iiii iiii iiii i i iiin'H',' ','H',&
9、#39;H','H','H','H','H','H','H',' ','H','H','H',' ','H','H',' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',' ',&
10、#39;H',' ',' ','H',I I I, J J J J J J J J J J ,I I, J ,I I 門riiii i i iiii iiii iiii iiii iiii i i iiii iiii iiii i i iiii iiii iiii iiin'H',' ','H','H','H','H','H',' ','H','H','H',
11、9; ','H','H','H','H',r'Li' ' ' Lin'H',' ','H',' ',' ',' ','H',' ',' ',' ','H',' ',' ',' ',' ','H', 'Ll' 'Ll&
12、#39; 'Ll' 'Ll' 'Ll' Lin'H',' ',' ',' ','H','H','H','H','H','H','H',' ',' ',' ',' ','H',r'Li' > > > > 'Lin'H',' &
13、#39;,'H',' ',' ',' ','H',' ',' ',' ','H',' ',' ','H',' ','H',riiii i i iiii iiii iiii iiii iiii i i iiii iiii iiii iiii i i iiii i i iiin'H',' ','H','H',
14、9;H','H','H',' ','H','H','H','H',' ','H',' ','H','H',' ',' ',' ',' ',' ','H',' ',' ',' ',' ',' ',' ',
15、9;H',' ','H',I I I, j j j j ,I I, j j j j j ,I I,I i 門riiii iiii iiii iiii i i iiii iiii iiii iiii i i iiii iiii iiii i i iiin'H',' ',' ','H','H',' ','H','H','H','H',' ','H','H'
16、;,'H',' ','H', ' ' Lin'H',' ',' ',' ','H',' ','H',' ',' ',' ',' ','H',' ',' ',' ','H',riiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iii
17、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(
18、GL_DEPTH_TEST);glEnable(GL_TEXTURE_2D);walllist=glGenLists(2);mazelist=walllist+1;balllist=walllist+2;glNewList(walllist,GL_COMPILE);drawwalls();glEndList();glNewList(mazelist,GL_COMPILE);drawtop();glEndList();glNewList(balllist,GL_COMPILE);drawball();glEndList();glMatrixMode(GL_PROJECTION);glLoadId
19、entity();gluPerspective(60.0, 1.0 , 0.1, 60.0);glMatrixMode(GL_MODELVIEW);glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);/?di 2?± ?D?bool wall(int x,int y) return(x>=0 && y>=0 && x<MAZE_W I DT H && y<MAZE_HEIGHT&&mazedatayx!=' ');bool onopen
20、(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:*nx = x+1; *ny=y; break;case 3:*nx = x; *ny=y-1; brea
21、k;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;return wall(*nx,*ny);void dw(int x,int y,int p) int w=p;clos
22、eit(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=(texcoordX<0.5)?1.0f:0.0f;fx = (float)x+(w=1|w=2)?1.0f:0.0f);fy
23、 = (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, 0.0f, 0.0f);glVertex3f(0.0f,
24、0.0f, 1.0f);dw(0,0,0);glEnd(); void drawtop() int x,y;glBegin(GL_QUADS);for(y=0;y<MAZE_HEIGHT;y+) for(x=0;x<MAZE_WIDTH;x+) if(wall(x,y) mazedatayx= 'X'glVertex3f(x+0.0f ,y+0.0f ,1.0f );glVertex3f(x+1.0f ,y+0.0f ,1.0f );glVertex3f(x+1.0f ,y+1.0f ,1.0f );glVertex3f(x+0.0f ,y+1.0f ,1.0f )
25、;glEnd(); void forward(float px,float py,float bf) int x = (int)player_x);int y = (int)player_y);int h=0;if(px> 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
26、)+bf;h+;if(py< 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
27、),0.2f);cout<<player_x<<player_y<<endl;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.
28、5f);glCallList(walllist);glPopMatrix();void navmaze2()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);cout<<player_x<<player_x<<endl;player_h+=player_t;player_b = 3*player_b/4 + player_t/4;glClear(GL_CO
29、LOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity();glOrtho(-16.0,16.0,-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(
30、balllist);glPopMatrix();glPopMatrix();void myDisplay()if(status=1)if(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);gl
31、LoadIdentity();glutPostRedisplay();void specialKeys(int key,int x,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;defau
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)頁內(nèi)容里面會有圖紙預(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. 人人文庫網(wǎng)僅提供信息存儲空間,僅對用戶上傳內(nèi)容的表現(xiàn)方式做保護處理,對用戶上傳分享的文檔內(nèi)容本身不做任何修改或編輯,并不能對任何下載內(nèi)容負責(zé)。
- 6. 下載文件中如有侵權(quán)或不適當(dāng)內(nèi)容,請與我們聯(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, 同時也不承擔(dān)用戶因使用這些下載資源對自己和他人造成任何形式的傷害或損失。
最新文檔
- 三農(nóng)產(chǎn)品品質(zhì)管理方案
- 數(shù)據(jù)挖掘技術(shù)在業(yè)務(wù)智能化中的應(yīng)用作業(yè)指導(dǎo)書
- 2025年青海貨運從業(yè)資格證考試模擬試題及答案大全解析
- 2025年河北貨運從業(yè)資格證考試題技巧
- 2025年保山a2貨運從業(yè)資格證模擬考試
- 2025年遼寧貨運從業(yè)資格證考試資料
- 2025年伊春c1貨運上崗證模擬考試
- 2024年高中語文第四單元第13課宇宙的邊疆課時優(yōu)案1含解析新人教版必修3
- 粵教版道德與法治九年級上冊2.1.2《政府社會治理的主要職責(zé)》聽課評課記錄
- 初中班主任教師工作計劃
- 最新如何進行隔代教育專業(yè)知識講座課件
- 當(dāng)前警察職務(wù)犯罪的特征、原因及防范,司法制度論文
- 奧特萊斯專題報告(經(jīng)典)-課件
- 《新制度經(jīng)濟學(xué)》配套教學(xué)課件
- 計算機文化基礎(chǔ)單元設(shè)計-windows
- 廣東省保安服務(wù)監(jiān)管信息系統(tǒng)用戶手冊(操作手冊)
- DNA 親子鑒定手冊 模板
- 深刻認識民航安全工作的五個屬性
- DB33T 1233-2021 基坑工程地下連續(xù)墻技術(shù)規(guī)程
- 天津 建設(shè)工程委托監(jiān)理合同(示范文本)
- 運動技能學(xué)習(xí)與控制課件第六章注意與運動技能的控制
評論
0/150
提交評論