最强大脑--51度灰挑战项目

择善教育公开课



//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ 生成的包含文件。
// 供 BrainMaster.rc 使用
//
#define IDD_DIALOG_MAIN                 101
#define IDC_BTN_START                   1001
#define IDC_BUTTON_CHANGE_COLOR         1002
#define IDC_SLIDER_DIF                  1003
#define IDC_STATIC_DIF                  1004
#define IDC_COLORNOW                    1005
#define IDC_GAME_AREA                   1006

// Next default values for new objects
// 
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE        102
#define _APS_NEXT_COMMAND_VALUE         40001
#define _APS_NEXT_CONTROL_VALUE         1007
#define _APS_NEXT_SYMED_VALUE           101
#endif
#endif

#include <stdio.h>
#include <windows.h>
#include <CommCtrl.h>
#include <list>
using namespace  std;
#include "resource.h"

typedef struct _gameRect{
	RECT rect; //保存一个色块的位置信息
	COLORREF rgb;// 保存一个色块的颜色信息
	bool Win;// 保存这个色块是否唯一的颜色,即正确色块
}GameRect;
typedef list<GameRect> GameList; //游戏色块链表数据类型

GameList g_GameList; // 链表
HINSTANCE g_hInstance;
COLORREF g_ColorNow; // 全局变量保存当前颜色
unsigned int g_GameDiff;//当前游戏难度
unsigned int g_Stage; // 当前第几关?
// 生成随机数 ...0~base
DWORD GetRandrom(DWORD base)
{
	DWORD result;
	__asm{
		rdtsc
		mov result,eax
	}
	return result%base;
}
// 生成本次游戏的数据
void OnInitStageData(HWND hWnd)
{
	g_GameList.clear(); // 清空原来的链表信息
	DWORD nItemNum = g_Stage + 3; // 当前关卡需要显示多少个色块?
	if (nItemNum>8)
	{
		nItemNum = 8;
	}
	HWND GameWnd = GetDlgItem(hWnd, IDC_GAME_AREA); // 获取游戏区域的句柄
	RECT WndRect;
	GetWindowRect(GameWnd, &WndRect); //获取游戏区域的大小
	DWORD nWidth = WndRect.right - WndRect.left;
	DWORD nHeight = WndRect.bottom - WndRect.top;

	DWORD WinItemIndex = GetRandrom(nItemNum); // 生成一个随机数,指示哪一个色块是正确滴
	DWORD nItemCntRow = 3;
	DWORD nItemCntColumn = (nItemNum % 3) ? nItemNum / 3 + 1 : nItemNum / 3;//计算需要多少行色块
	DWORD nItemWidth = (nWidth - 10) / nItemCntRow; // 每个色块的宽度
	DWORD nItemHeight = (nHeight - 10) / nItemCntColumn;// 每个色块的高度

	for (DWORD i = 0; i <= nItemNum;i++)
	{
		GameRect gRect;
		gRect.rect.left = 10 + (i % 3)*nItemWidth;
		gRect.rect.right = gRect.rect.left + nItemWidth - 10;

		gRect.rect.top = 10 + (i / 3)*nItemHeight;
		gRect.rect.bottom = gRect.rect.top + nItemHeight - 10;

		gRect.rgb = g_ColorNow; // 正常的颜色
		gRect.Win = false; //大部分的色块不是正确答案
		if (i == WinItemIndex)
		{
			byte r = GetRValue(g_ColorNow) > 125 ? GetRValue(g_ColorNow) - g_GameDiff : GetRValue(g_ColorNow) + g_GameDiff;
			byte g = GetGValue(g_ColorNow) > 125 ? GetGValue(g_ColorNow) - g_GameDiff : GetGValue(g_ColorNow) + g_GameDiff;
			byte b = GetBValue(g_ColorNow) > 125 ? GetBValue(g_ColorNow) - g_GameDiff : GetBValue(g_ColorNow) + g_GameDiff;
			gRect.rgb = RGB(r, g, b);

			gRect.Win = TRUE;
		}
		g_GameList.push_back(gRect);
	}
	return;
}
void OnShowStage(HWND hWnd)
{
	HWND GameWnd = GetDlgItem(hWnd, IDC_GAME_AREA);
	HDC hdc = GetDC(GameWnd);
	GameList::iterator iter = g_GameList.begin();
	// 遍历链表,取出每个色块的信息,并按信息去进行绘图
	for (; iter != g_GameList.end();iter++)
	{
		GameRect gameRect = *iter;
		HBRUSH hBrush = CreateSolidBrush(gameRect.rgb);
		HBRUSH hOldBrush = (HBRUSH)SelectObject(hdc, hBrush);

		Rectangle(hdc, gameRect.rect.left, gameRect.rect.top, gameRect.rect.right, gameRect.rect.bottom);
		SelectObject(hdc, hOldBrush);
	}

	ReleaseDC(GameWnd, hdc);
	return;
}

// 功能:更新当前颜色
bool OnChangeColor(HWND hWnd)
{
	HWND hColorWnd = GetDlgItem(hWnd, IDC_COLORNOW);//获取当前颜色指示器控件的句柄
	// 初始化一个结构体...
	CHOOSECOLOR chs;
	memset(&chs, 0, sizeof(CHOOSECOLOR));
	chs.lStructSize = sizeof(CHOOSECOLOR);
	chs.hwndOwner = hColorWnd;
	chs.rgbResult = g_ColorNow;
	chs.lpCustColors = &g_ColorNow;
	chs.Flags = CC_ANYCOLOR | CC_RGBINIT;
	ChooseColor(&chs);
	g_ColorNow = chs.rgbResult; //获取到选择的颜色

	HDC hdc = GetDC(hColorWnd);
	RECT rect;
	GetWindowRect(hColorWnd, &rect);//获取的是指示器控件的大小
	// 创建一个笔刷
	HBRUSH hBrush = CreateSolidBrush(g_ColorNow);
	SelectObject(hdc, hBrush);
	Rectangle(hdc, 0, 0, rect.right - rect.left, rect.bottom - rect.top);
	ReleaseDC(hColorWnd, hdc);
	return true;
}
bool OnStartGame(HWND hWnd)
{
	if (g_ColorNow == 0) // 如果点击开始游戏的时候,没有选择颜色,先要求选择一次
	{
		OnChangeColor(hWnd);
	}
	OnInitStageData(hWnd);
	OnShowStage(hWnd);
	return false;
}
// 初始化的函数
bool OnInitDialog(HWND hWnd)
{
	g_Stage = 1;
	return false;
}
// 检查一个点是否在规定矩形内
bool PointInRect(HWND hWnd,POINT pt, RECT rect)
{
	return pt.x < (rect.right - rect.left) && pt.y < (rect.bottom - rect.top);
}
// 检查一个点是否是全局链表中的正确色块信息
bool PointIsRight(HWND hWnd, POINT pt)
{
	//遍历链表,对比每个色块的位置信息与鼠标点
	HWND gameWnd = GetDlgItem(hWnd, IDC_GAME_AREA);
	RECT WndRect;
	GetWindowRect(gameWnd, &WndRect);
	// 将屏幕坐标转换成客户区坐标并减去
	POINT lefttop;
	lefttop.x = WndRect.left;
	lefttop.y = WndRect.top;
	ScreenToClient(hWnd, &lefttop);
	//570427370
	//
	pt.x -= lefttop.x;
	pt.y -= lefttop.y;

	bool bIsRight = false;
	GameList::iterator iter = g_GameList.begin();
	for (; iter != g_GameList.end();iter++)
	{
		GameRect gameRect = *iter;
		// 如果鼠标点在矩形区域内,且矩形区域是不同颜色滴...找到了正确答案
		if (PointInRect(hWnd,pt,gameRect.rect) && gameRect.Win)
		{
			bIsRight = true;
			break;
		}
	}

	return bIsRight;
}
// Windows通过消息来驱动,
INT_PTR CALLBACK GameProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
	RECT gameArea;
	switch (uMsg)
	{
	case WM_INITDIALOG://首次创建窗口时产生
		OnInitDialog(hWnd);
		break;
	case WM_LBUTTONUP:
		POINT pt;
		GetCursorPos(&pt);//获取当前鼠标的位置
		ScreenToClient(hWnd, &pt);//鼠标点也转成客户区坐标系
		GetWindowRect(GetDlgItem(hWnd, IDC_GAME_AREA), &gameArea);
		if (PointInRect(hWnd,pt,gameArea)) // 检查鼠标点是否在游戏区域内
		{
			if (PointIsRight(hWnd, pt))
			{
				g_Stage++; // 当前关卡加1
				SendMessage(hWnd, WM_COMMAND, IDC_BTN_START, 0);//模拟鼠标点击窗口中开始游戏按钮

			}
			else
				MessageBox(hWnd, L"选择错误", L"Wrong", MB_OK | MB_ICONINFORMATION);
		}
		break;
	case WM_NOTIFY://获取通知消息
		if (wParam == IDC_SLIDER_DIF)
		{
			g_GameDiff = (unsigned int)SendMessage(GetDlgItem(hWnd, IDC_SLIDER_DIF), TBM_GETPOS, 0, 0);
			if (g_GameDiff <1)
			{
				g_GameDiff = 1;
			}
			char szTmp[MAX_PATH];
			sprintf_s(szTmp, MAX_PATH, "当前游戏难度:%d", 100-g_GameDiff);
			SetDlgItemTextA(hWnd, IDC_STATIC_DIF, szTmp);
		}
		break;
	case WM_COMMAND:
		switch (LOWORD(wParam))
		{
		case IDC_BUTTON_CHANGE_COLOR:
			OnChangeColor(hWnd);
			break;
		case IDC_BTN_START:
			OnStartGame(hWnd);
			break;
		default:
			break;
		}
		break;
	case WM_CLOSE:
	case WM_DESTROY:
		PostQuitMessage(0);
		return TRUE;
	default:
		break;
	}
	return FALSE;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
	g_hInstance = hInstance;
	HWND hWnd = CreateDialog(hInstance, MAKEINTRESOURCE(IDD_DIALOG_MAIN), NULL, GameProc);
	if (hWnd == 0)
	{
		MessageBox(0, L"创建窗口失败", 0, 0);
		return -1;
	}
	// 获取窗口大小,将窗口设置到整个屏幕的中心
	RECT rect;
	GetWindowRect(hWnd, &rect);
	int nScreenX = GetSystemMetrics(SM_CXSCREEN); //获取屏幕的宽度
	int nScreenY = GetSystemMetrics(SM_CYSCREEN); //获取屏幕的高度

	SetWindowPos(hWnd, HWND_TOP, nScreenX / 2 - (rect.right - rect.left) / 2,
		nScreenY / 2 - (rect.bottom - rect.top) / 2, 0, 0, SWP_NOSIZE | SWP_SHOWWINDOW);//不改变窗口大小,只将窗口置顶显示,并移动到屏幕中心

	MSG msg;
	while (GetMessage(&msg,0,0,0))
	{
		TranslateMessage(&msg);
		DispatchMessage(&msg);
	}
	return 0;
}

鼠标点击色块区域的算法,还需进一步的修改。

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