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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);#def

2、ine 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 ; / player's heading float player_s = 0.0f; / forward speed of the player float player_m = 1.0f; / speed multiplier of the player f

3、loat player_t = 0.0f; / player's turning (change in heading) float player_b = 0.0f; / viewpoint bank (roll)static float texcoordX=0.0f;intwalllist=0;intmazelist=0;intballlist=0;intstatus=1;bool searchroute=false;bool keystate4=false,false,false,false;char mazedataMAZE_HEIGHTMAZE_WIDTH = Pill Ill

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15、lli Illi Illi Illi Illi Illi Illi Illi Illi I I Illi Ilin'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);

16、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_COMPILE);drawball();glEndList();glMa

17、trixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(60.0, 1.0 , 0.1, 60.0);glMatrixMode(GL_MODELVIEW);glHint(GL_PERSPECTIVE_C0RRECTI0N_HINT,GL_NICEST);1?di 2?± ?D?returnbool wall(int x,int y) (x>=0 &&y>=0 &&x<MAZ E_W I DT&H&y<MAZ E_H E I G H&T& ma

18、zedatayx!=' ');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:*nx = x+1; *ny=y; bre

19、ak;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;return wall(*nx,*ny);void dw(

20、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=(texcoordX<0.5)?1.0f:0.0f;fx = (

21、float)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,

22、 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;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 );glVe

23、rtex3f(x+0.0f ,y+1.0f ,1.0f );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 &&

24、; 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(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*

25、(float)cos(player_h*3.14/180),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);glTransl

26、atef(-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*3.14/180),0.2f);cout<<player_x<<player_x<<endl;player_h+=player_t;player_b = 3*player_b/

27、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);glPushMatrix();glTranslatef(player_x,

28、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(GL_PROJECTION);glLoadIdentity();glM

29、atrixMode(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;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

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