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1、#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)#define STARTING_POINT_X (13.5f);#define STARTING_POINT_Y (

2、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 heading float player_s = 0.0f; / forward speed of the player float player_m = 1.0f; / speed multiplier of the playerfloat player_t = 0.0f; / play

3、ers 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 = nil I i ill i ill i ill i ill i ill

4、i ill i ill i ill i ill i ill i ill i ill i ill i ill iiin H,H,H,H,H,H,H,H,H,H,H,H,H,H,H,H,H, , , , , , , ,H, , , , , , ,H,I i i,i i,i i 了,PLI Ll Ll Ll Ll Ll LlUHH, ,H, ,H,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 ,I I, J J J J J ,I I, J I

5、I J Jnil i i i i ill i ill i ill i ill i ill i ill i ill i ill i i i ill i ill i ill i i iiinH, ,H,H,H,H,H,H,H,H, ,H,H,H, ,H,H, , , , , , , , , , , ,H, , ,H,I i i,i i,i i 了,nil i i i i ill i ill i ill i ill i ill i i i ill i ill i ill i i i ill i ill i ill iiinH, ,H,H,H,H,H, ,H,H,H, ,H,H,H,H,PLI LlL

6、inH, ,H, , , ,H, , , ,H, , , , ,H,LI Ll Ll Ll Ll Ll LlUHH, , , ,H,H,H,H,H,H,H, , , , ,H,PLI LlLI LinH, ,H, , , ,H, , , ,H, , ,H, ,H,nil i i i i ill i ill i ill i ill i ill i i i ill i ill i ill i ill i i i ill i i iiinH, ,H,H,H,H,H, ,H,H,H,H, ,H, ,H,H, , , , , ,H, , , , , , ,H, ,H,I i i,i i,i i,i i

7、了,nil i i i i i i ill i ill i i i ill i ill i ill i ill i i i ill i ill i ill i i iiinH, , ,H,H, ,H,H,H,H, ,H,H,H, ,H,LI LlLinH, , , ,H, ,H, , , , ,H, , , ,H,nil i i ill i ill i ill i ill i ill i ill i ill i ill i ill i ill i ill i ill i i i ill iiinH,H,H,H,H,H,H,H,H,H,H,H,H, ,H,H,;void myinit()glCl

8、earColor(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();glNewList(mazelist,GL_COMPILE);drawtop();glEndList();glNewList(balllist,GL_COM

9、PILE);drawball();glEndList();glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(60.0, 1.0 , 0.1, 60.0);glMatrixMode(GL_MODELVIEW);glHi nt(GL_PERSPECTIVE_C0RRECTI0N_HINT,GL_NICEST);1?di 2? ?D?bool wall(int x,int y) return (x=0 &y=0 &xMAZ E_W I DT&H&yMAZ E_H E I G H&T& mazedatayx!=);bool onop

10、en(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; break;default:break;re

11、turn 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;closeit(x,y);doint x2=

12、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 = (float)x+(w=1|w=2)?1.0f:0.0f);fy = (float)y+(w=0|w=1)?1.0f:0.0f);glTexCoord2f(t

13、excoordX,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, 0.0f, 1.0f);dw(0,0,0);glEnd();void drawtop() in

14、t 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 y+bf & wall(x,y-1) py = (float)(y)+bf;h+;player_x=px;player_y=py;void drawbal

15、l()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);player_b = 3*player_b/4 + player_t/4;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadId

16、entity();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 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/

17、180),0.2f);player_b = 3*player_b/4 + player_t/4;glClear(GL_COLOR_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);glPu

18、shMatrix();glTranslatef(player_x,player_y,0.5f);glCallList(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(G

19、L_PROJECTION);glLoadIdentity();glMatrixMode(GL_MODELVIEW);glLoadIdentity();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

20、; 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; break;case GLUT_KEY_RI

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