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1、#include "" #include <>#include <>#include <GL/>#include <>#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_BAN

2、K (103)#define MAZE_HEIGHT (16)#define MAZE_WIDTH (16)#define STARTING_POINT_X ;#define STARTING_POINT_Y ;#define STARTING_HEADING ;float player_x =STARTING_POINT_X ;float player_y =STARTING_POINT_Y ;float player_h =STARTING_HEADING ; / player's headingfloat player_s =; / forward speed of the pl

3、ayerfloat player_m= ; / speed multiplier of the playerfloat player_t =; / player's turning (change in heading)float player_b = ; / viewpoint bank (roll)static float texcoordX=;int walllist=0;int mazelist=0;int balllist=0;int status=1;bool searchroute=false;bool keystate4=false,false,false,false;

4、char mazedataMAZE_HEIGHTMAZE_WIDTH = riiii iiii iiii 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',

5、9;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 » »|_|» »|_|» 

6、7;|_|» » » »|_|» » » 'H',' ','H',' ','H','H','H',' ','H',' ','H',' ',' ',' ',' ','H',i I I|_|I '' 'Ll' 'Ll' '

7、 ' 'Ll' ' ' 'Ll' ' ' 'Lin'H',' ','H','H',' ',' ','H',' ','H','H',' ','H',' ','H',' ','H','H',' ',' ',' &

8、#39;,' ',' ','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 iiin'H',' ','

9、H','H','H','H','H','H','H','H',' ','H','H','H',' ','H','H',' ',' ',' ',' ',' ',' ',' ',' ',' ',' ','

10、 ','H',' ',' ','H',I I I , j j j j j j j j j jj j * * j jriiii 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、;,' ','H','H','H','H',i i 'H',' ','H',' ',' ',' ','H',' ',' ',' ','H',' ',' ',' ',' ','H', 'Ll' 'Ll' 'Ll' &#

12、39;Ll' 'Ll' 'Ll'H',' ',' ',' ','H','H','H','H','H','H','H',' ',' ',' ',' ','H',i i ill ' ' 'Lin'H',' ','H',' ',&

13、#39; ',' ','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','H','H','H

14、9;,' ','H','H','H','H',' ','H',' ','H','H',' ',' ',' ',' ',' ','H',' ',' ',' ',' ',' ',' ','H',' ','H

15、9;,I i i , j j j jj j j j jj * * j jriiii 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','H',' ','H',

16、 » » 'Ll'H',' ',' ',' ','H',' ','H',' ',' ',' ',' ','H',' ',' ',' ','H',riiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii iiii i i iiii iiin'H&

17、#39;,'H','H','H','H','H','H','H','H','H','H','H','H',' ','H','H',;void myinit() glClearColor, , , ;glColor3f,; glEnable(GL_DEPTH_TEST);glEnable(GL_TEXTURE_2D); walllist=glGenLists(

18、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);glLoadIdentity();gluPerspective, , , ;glMatrixMode(GL_MODELVIEW)

19、;glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); e 1 ? ? di2 ? ± ? D ?bool wall(int x,int y) return (x>=0 && y>=0 && x<MAZE_WIDTH&& y<MAZE_HEIGHT && mazedatayx!='');bool onopen(int x,int y)if(wall(x,y)return(mazedatayx='H');void clos

20、eit(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;return wall(*nx,*ny);bool diagnal(int x,int y,int

21、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=0;int y2=0;if(neighbor(x,y,w,&x2,&y2)if(

22、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<:;fx = (float)x+(w=1|w=2):;fy = (float)y+(w=0|w=1):;glTexCoord2f(texcoordX,;glVertex3f(fx,fy,;glTexCoord2f(texcoordX,;

23、glVertex3f(fx,fy,;w+;w%=4;while (w!=p);return ;void drawwalls() glEnable(GL_TEXTURE_2D);glBegin(GL_QUAD_STRIP);glColor3f,;glVertex3f, , ;glVertex3f, , ;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&

24、#39;glVertex3f(x+ ,y+ , );glVertex3f(x+ ,y+ , );glVertex3f(x+ ,y+ , );glVertex3f(x+ ,y+ , );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+ - bf) && wall(x+1,y) px = (float)(x)+;h+;if(py> y+ && wall(x,y+1) py = (f

25、loat)(y)+;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 drawball()glDisable(GL_TEXTURE_2D);glColor3f,;glutSolidSphere,15,15);void navmaze1()forward(player_x+player_s*(float)sin(player_h*180),pla

26、yer_y+player_s*(float)cos(player_h*180),;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,;glRotatef(player_h,;glTranslatef(-player_x,-player_y,;glCall

27、List(walllist);glPopMatrix();void navmaze2()forward(player_x+player_m*player_s*(float)sin(player_h*180), player_y+player_m*player_s*(float)cos(player_h*180),;cout<<player_x<<player_x<<endl;player_h+=player_t;player_b = 3*player_b/4 + player_t/4;glClear(GL_COLOR_BUFFER_BIT | GL_DEPT

28、H_BUFFER_BIT);glLoadIdentity();glOrtho,;glPushMatrix();glRotatef,;glTranslatef(-MAZE_WIDTH /2,-MAZE_HEIGHT/2,;glCallList(walllist);glCallList(mazelist);glPushMatrix();glTranslatef(player_x,player_y,; glCallList(balllist);glPopMatrix();glPopMatrix();void myDisplay()if(status=1)if(searchroute=true)els

29、e 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,int y)switch (key)case GLUT_KEY_LEFT: keystate2 = true; player_t = ; break;case GLUT_KEY_RIGHT: keystate3 = true; player_t = ;break;case GLUT_KEY_UP: keystate0 = true; player_s = ;break;case GLUT_KEY_DOWN: keystate1 = true; player_s = ;break;default:break;void keyboard(unsigned char key,int x

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