diff --git a/boxgame.cpp b/boxgame.cpp new file mode 100644 index 0000000..af6f994 --- /dev/null +++ b/boxgame.cpp @@ -0,0 +1,984 @@ +/* +-------------------------------------- +■ 墙壁 1 +☆ 目的地 3 +★ 箱子 4 +○ 箱子到达目的地 3+4=7 +♀ 人 5 + 人到达目的地 8 +空格 路 0 +1.设计关卡(定义关卡,判断关卡 +2.找素材,用贴图的办法做一个可视化的推箱子游戏 + +*/ +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#pragma comment(lib,"winmm.lib") //静态库资源 + +#define ROW 12 +#define COL 12 +using namespace std; + + + +const int WALL = 1; +const int BOX = 4; +const int TARGET = 3; +const int PLAYER = 5; +const int EMPTY = 0; + +const int _SIZE = 12; +int DUISHU = 3; +const std::vector> dir = { {0, 1}, {1, 0}, {0, -1}, {-1, 0} }; + +class MyMap { +public: + int Map[_SIZE][_SIZE]{ WALL }; +private: + int X1{}, X2{}, Y1{}, Y2{};//分别为1、2步之前的坐标 + int X{}, Y{}, Direction{};//当前坐标、方向 + int PX{}, PY{};//玩家坐标 + int StartX{}, StartY{};//记录起点,用于生成箱子 + + bool test() {//一定程度避免随机数整烂活; + int test{}; + for (int i = 0; i < _SIZE; i++) { + for (int j = 0; j < _SIZE; j++) { + if (Map[i][j] == 3)test += 1; + if (Map[i][j] == 4)test += 10; + if (Map[i][j] == 5)test += 100; + } + } + return (test == 100 + 11 * DUISHU); + } + + bool _near(int StartX, int StartY, int X, int Y) { + return (StartX == X + 1 && StartY == Y || + StartX == X - 1 && StartY == Y || + StartY == Y + 1 && StartX == X || + StartY == Y - 1 && StartX == X); + } + + void update() { + X2 = X1; + Y2 = Y1; + X1 = X; + Y1 = Y; + } + + void change(int x, int y) { + if (Map[x][y] == WALL) { + Map[x][y] = EMPTY; + } + } + + void through() {//打通箱子周边,使得每个箱子都可推动 + int dx = StartX - PX, dy = StartY - PY; + if (dx == 0) { + change(StartX + 2 * (StartX > _SIZE / 2) - 1, StartY); + change(StartX + 2 * (StartX > _SIZE / 2) - 1, StartY + 1); + change(StartX + 2 * (StartX > _SIZE / 2) - 1, StartY - 1); + } + if (dy == 0) { + change(StartX, StartY + 2 * (StartX > _SIZE / 2) - 1); + change(StartX - 1, StartY + 2 * (StartX > _SIZE / 2) - 1); + change(StartX + 1, StartY + 2 * (StartX > _SIZE / 2) - 1); + } + } + +public: + MyMap() { + for (int i = 0; i < _SIZE; i++) { + for (int j = 0; j < _SIZE; j++) { + Map[i][j] = WALL; + } + } + }//初始化 + + bool generatemap(int Complexity) { + int time{}; + do {//主体 + for (int i = 0; i < _SIZE; i++) { + for (int j = 0; j < _SIZE; j++) { + Map[i][j] = WALL; + } + }//初始化 + for (int a = 0; a < DUISHU; a++)//箱子与目标的对数 + { + do { + X = rand() % (_SIZE - 4) + 2; + Y = rand() % (_SIZE - 4) + 2; + time++; + if (time > 100) { + std::cout << "error" << std::endl; + return 0; + }//防死循环 + } while (Map[X][Y] != WALL);//在墙上生成起点 + time = 0; + StartX = X; StartY = Y;//记录起点,用于生成箱子 + do { + int _time{};//实际运动次数 + for (int i = 0; i < Complexity; i++) { + int temp = rand() % 6; + switch (temp) { + case 0: + Direction++; + break; + case 1: + Direction--; + }//控制直走和转弯的概率,不要频繁转弯且不会掉头 + Direction = (4 + Direction) % 4;//防止负数 + if (//各种不宜移动的情况 + X + dir[Direction].first <= 2 || + X + dir[Direction].first >= _SIZE - 3 || + Y + dir[Direction].second <= 2 || + Y + dir[Direction].second >= _SIZE - 3 || + Map[X + dir[Direction].first][Y + dir[Direction].second] == BOX + ) { + continue; + } + update(); + X += dir[Direction].first; + Y += dir[Direction].second; + change(X, Y); + change(X - 2 * dir[Direction].first, Y - 2 * dir[Direction].second); + if (_time > 0) { + change( + dir[Direction].first == 0 ? X2 : X - 2 * dir[Direction].first, + dir[Direction].second == 0 ? Y2 : Y - 2 * dir[Direction].second + ); + } + + + if (_time == 0) { + PX = X - 2 * dir[Direction].first; + PY = Y - 2 * dir[Direction].second; + + }//生成玩家 + _time++; + } + Map[StartX][StartY] = BOX; + Map[X][Y] = TARGET; + } while (_near(StartX, StartY, X, Y)); + through(); + } + Map[PX][PY] = PLAYER; + } while (test() == 0); + for (int i = 0; i < _SIZE; i++)//修复墙壁 + { + for (int j = 0; j < _SIZE; j++) { + if (i == 0 || j == 0 || i == _SIZE - 1 || j == _SIZE - 1) { + Map[i][j] = WALL; + } + } + } + return 1; + } + + + void printmap() { + std::cout << std::endl; + for (int i = 0; i < _SIZE; i++) { + for (int j = 0; j < _SIZE; j++) { + std::cout << Map[i][j] << ' '; + } + std::cout << std::endl; + } + } +}; + + + + + + + + + + + + +//用三维数组特定的数字描绘出这个地图 +int cas = 0;//地图编号 +int _count = 0;//已走步数 +wchar_t result[10] = { L"0" };//用来显示步数 +int temp_map[ROW][COL] = { 0 };//用来暂存地图,以备重置 +char c[10] = { 0 }; +int map[4][ROW][COL] = { 0 }; +//{ +// 1,1,1,1,1,1,1,1, +// 1,3,4,0,0,4,3,1, +// 1,0,1,3,0,1,0,1, +// 1,0,1,4,0,1,0,1, +// 1,0,0,5,0,0,0,1, +// 1,0,1,0,0,1,0,1, +// 1,3,4,0,0,4,3,1, +// 1,1,1,1,1,1,1,1, +// +// 1,1,1,1,1,1,1,1, +// 1,3,4,0,0,4,3,1, +// 1,0,1,3,0,1,0,1, +// 1,0,1,4,0,1,0,1, +// 1,3,4,5,0,0,0,1, +// 1,0,1,0,0,1,0,1, +// 1,3,4,0,0,4,3,1, +// 1,1,1,1,1,1,1,1, +// +// 1,1,1,1,1,1,1,1, +// 1,3,4,0,0,4,3,1, +// 1,0,1,3,0,1,0,1, +// 1,0,1,4,0,1,0,1, +// 1,3,4,0,0,4,3,1, +// 1,0,1,0,0,1,0,1, +// 1,3,4,5,0,4,3,1, +// 1,1,1,1,1,1,1,1, +// +// 1,1,1,1,1,1,1,1, +// 1,3,4,0,0,4,3,1, +// 1,0,1,3,0,1,3,1, +// 1,3,1,4,0,1,4,1, +// 1,4,0,0,0,5,0,1, +// 1,0,0,0,0,1,0,1, +// 1,3,4,0,0,4,3,1, +// 1,1,1,1,1,1,1,1, +// +//}; +IMAGE img[6]; //6张图片,6个名字 +IMAGE* bacground=new IMAGE; +void loadResource() +{ + loadimage(img + 0, L"0.bmp", 50, 50); + loadimage(img + 1, L"1.bmp", 50, 50); + loadimage(img + 2, L"3.bmp", 50, 50); + loadimage(img + 3, L"4.bmp", 50, 50); + loadimage(img + 4, L"5.bmp", 50, 50); + loadimage(img + 5, L"7.bmp", 50, 50); + loadimage(bacground, L"背景.png", 50, 50); +} + + +//绘制地图 +void drawGraph() +{ + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + //算贴图的坐标 + int x = 50 * j; + int y = 50 * i; + switch (map[cas][i][j]) + { + case 0: + //一个汉字符号占用两个位置 + //printf(" "); + putimage(x, y, img + 0); + break; + case 1: + putimage(x, y, img + 1); + //printf("■"); + break; + case 3: + putimage(x, y, img + 2); + //printf("☆"); + break; + case 4: + putimage(x, y, img + 3); + //printf("★"); + break; + case 5: + case 8: + putimage(x, y, img + 4); + //printf("人"); + break; + case 7: + putimage(x, y, img + 5); + //printf("●"); + break; + } + } + //printf("\n"); + } +} + +void drawGraph1()//绘制背景图 +{ + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + int x = 50 * j; + int y = 50 * i; + putimage(x, y, bacground); + } + } +} +//玩游戏 +void keyDown() +{ + int userKey = _getch(); //不可见输入 + //定位:找到人的位置 + int i = 0; + int j = 0; + for (i = 1; i < ROW; i++) + { + for (j = 1; j < COL; j++) + { + if (map[cas][i][j] == 5 || map[cas][i][j] == 8) + { + goto NEXT; + } + } + } +NEXT: + + //我们这个游戏用什么按键去玩 + switch (userKey) + { + case 'W': + case 'w': + case 72: + if (map[cas][i - 1][j] == 0 || map[cas][i - 1][j] == 3) + { + map[cas][i][j] -= 5; + map[cas][i - 1][j] += 5; + _count++; + } + if (map[cas][i - 1][j] == 4 || map[cas][i - 1][j] == 7) + { + if (map[cas][i - 2][j] == 0 || map[cas][i - 2][j] == 3) + { + map[cas][i][j] -= 5; + map[cas][i - 1][j] += 1; + map[cas][i - 2][j] += 4; + _count++; + } + } + break; + case 's': + case 'S': + case 80: + if (map[cas][i + 1][j] == 0 || map[cas][i + 1][j] == 3) + { + map[cas][i][j] -= 5; + map[cas][i + 1][j] += 5; + _count++; + } + if (map[cas][i + 1][j] == 4 || map[cas][i + 1][j] == 7) + { + if (map[cas][i + 2][j] == 0 || map[cas][i + 2][j] == 3) + { + map[cas][i][j] -= 5; + map[cas][i + 1][j] += 1; + map[cas][i + 2][j] += 4; + _count++; + } + } + break; + case 'a': + case 'A': + case 75: + if (map[cas][i][j - 1] == 0 || map[cas][i][j - 1] == 3) + { + //a+=1 a=a+1 复合赋值运算符 + map[cas][i][j] -= 5; + map[cas][i][j - 1] += 5; + _count++; + } + if (map[cas][i][j - 1] == 4 || map[cas][i][j - 1] == 7) + { + if (map[cas][i][j - 2] == 0 || map[cas][i][j - 2] == 3) + { + map[cas][i][j] -= 5; + map[cas][i][j - 1] += 1; + map[cas][i][j - 2] += 4; + _count++; + } + } + break; + case 'd': + case 'D': + case 77: + if (map[cas][i][j + 1] == 0 || map[cas][i][j + 1] == 3) + { + map[cas][i][j] -= 5; + map[cas][i][j + 1] += 5; + _count++; + } + if (map[cas][i][j + 1] == 4 || map[cas][i][j + 1] == 7) + { + if (map[cas][i][j + 2] == 0 || map[cas][i][j + 2] == 3) + { + map[cas][i][j] -= 5; + map[cas][i][j + 1] += 1; + map[cas][i][j + 2] += 4; + _count++; + } + } + + break; + case 'z'://按下z重置 + case 'Z': + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + map[cas][i][j] = temp_map[i][j]; + } + } + _count = 0; + for (int k = 0; k < 10; k++) + { + result[k] = 0; + } + result[0] = L'0'; + drawGraph(); + setbkmode(TRANSPARENT); + settextcolor(BLACK); + settextstyle(20, 0, _T("微软雅黑")); + outtextxy(145, 55, L"已走步数:"); + outtextxy(230, 55, result); + break; + case 'x': + case 'X': + + cas = 3; + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + map[cas][i][j] = 0; + } + } + break; + } +} +//胜负的判断: +int gameOver() +{ + //地图上没有箱子就可以结束 + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + if (map[cas][i][j] == 4) + { + return 0; + } + } + } + return 1; +} + +class Button +{ +private: + int x; // 按钮左上角x坐标 + int y; // 按钮左上角y坐标 + int width; // 按钮宽度 + int height; // 按钮高度 + float scale; // 缩放比例,用于实现鼠标悬停效果 + bool isMouseOver; // 表示鼠标是否在按钮上方 + bool has_been_clicked;//表示此按钮是否被点击过(主要用于难度选择) + wstring text; // 按钮文本 + +public: + + Button(int x, int y, int width, int height, const wstring& text) + : x(x), y(y), width(width), height(height), text(text), scale(1.0f), isMouseOver(false),has_been_clicked(false) + { + } + + // 检查鼠标是否在按钮上方 + void checkMouseOver(int mouseX, int mouseY) + { + isMouseOver = (mouseX >= x && mouseX <= x + width && mouseY >= y && mouseY <= y + height); + + if (isMouseOver) { + scale = 1.0f; // 鼠标悬停时缩放按钮 + } + else { + scale = 1.0f; // 恢复按钮原始大小 + } + } + + // 检查鼠标点击是否在按钮内,并执行函数 + bool checkClick(int mouseX, int mouseY) + { + if (mouseX >= x && mouseX <= x + width && mouseY >= y && mouseY <= y + height) + { + has_been_clicked_convert(); + isMouseOver = false; + scale = 1.0f; + return true; + } + return false; + } + + void has_been_clicked_convert() + { + if (has_been_clicked == false) + has_been_clicked = true; + else + has_been_clicked = false; + } + + bool get_has_been_clicked() + { + return has_been_clicked; + } + + // 绘制按钮 + void draw() + { + int scaledWidth = width * scale; // 缩放后的按钮宽度 + int scaledHeight = height * scale; // 缩放后的按钮高度 + int scaledX = x + (width - scaledWidth) / 2; // 缩放后的按钮x坐标 + int scaledY = y + (height - scaledHeight) / 2; // 缩放后的按钮y坐标 + + if (isMouseOver || has_been_clicked) + { + setlinecolor(RGB(0, 120, 215)); // 鼠标悬停时按钮边框颜色 + setfillcolor(RGB(229, 241, 251)); // 鼠标悬停时按钮填充颜色 + + } + else + { + setlinecolor(RGB(173, 173, 173)); // 按钮边框颜色 + setfillcolor(RGB(225, 225, 225)); // 按钮填充颜色 + } + + fillrectangle(scaledX, scaledY, scaledX + scaledWidth, scaledY + scaledHeight); // 绘制按钮 + settextcolor(BLACK); // 设置文本颜色为黑色 + setbkmode(TRANSPARENT); // 设置文本背景透明 + settextstyle(20 * scale, 0, _T("微软雅黑")); // 设置文本大小和字体 + //居中显示按钮文本 + int textX = scaledX + (scaledWidth - textwidth(text.c_str())) / 2; // 计算文本在按钮中央的x坐标 + int textY = scaledY + (scaledHeight - textheight(_T("微软雅黑"))) / 2; // 计算文本在按钮中央的y坐标 + outtextxy(textX, textY, text.c_str()); // 在按钮上绘制文本 + } +}; +void play_easy() +{ + const wchar_t* mapping = L"0123456789"; + _count = 0; + std::srand(static_cast(std::time(0))); + MyMap _map{}; + DUISHU = 2; + for (int i = 0; i < 4; i++) + { + while (!_map.generatemap(50)) + { + if (_map.generatemap(50)) + { + break; + } + } + for (int j = 0; j < ROW; j++) + { + for (int k = 0; k < COL; k++) + { + map[i][j][k] = _map.Map[j][k]; + } + } + } + + + + + + + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + temp_map[i][j] = map[cas][i][j]; + } + } + /*Button* restart = new Button{ 100, 300, 100, 25, L"重置" };*/ + /*ExMessage msg;*/ + while (1) + { + + drawGraph(); + setbkmode(TRANSPARENT); + settextcolor(BLACK); + settextstyle(20, 0, _T("微软雅黑")); + outtextxy(500, 570, L"已走步数:"); + outtextxy(100, 570, L"重置:Z"); + outtextxy(200, 570, L"主菜单:X"); + int q = 0; + int temp = _count; + while (temp != 0) + { + c[q] = mapping[temp % 10]; + temp /= 10; + q++; + } + if (q != 0) + { + for (int j = 0; j < q; j++) + { + result[j] = c[q - j - 1]; + } + } + outtextxy(570, 570, result); + if (gameOver())//如果游戏结束 + { + cas++; //变换关卡 + _count = 0; + for (int i = 0; i < 10; i++) + result[i] = 0; + result[0] = { L'0' }; + for (int i = 0; i < 10; i++) + c[i] = 0; + if (cas != 4) + { + Sleep(500); + drawGraph(); + setbkmode(TRANSPARENT); + settextcolor(BLACK); + settextstyle(20, 0, _T("微软雅黑")); + outtextxy(500, 570, L"已走步数:"); + outtextxy(570, 570, result); + outtextxy(100, 570, L"重置:Z"); + outtextxy(200, 570, L"主菜单:X"); + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + temp_map[i][j] = map[cas][i][j]; + } + } + } + else if (cas == 4) + { + cas = 0; + break; + } + } + FlushBatchDraw(); // 将缓冲区内容显示在屏幕上 + Sleep(10); + keyDown();//循环按下按键 + //system("cls"); + } + /*delete restart;*/ +} +void play_normal() +{ + const wchar_t* mapping = L"0123456789"; + _count = 0; + std::srand(static_cast(std::time(0))); + MyMap _map{}; + DUISHU = 4; + for (int i = 0; i < 4; i++) + { + while (!_map.generatemap(30)) + { + if (_map.generatemap(30)) + { + break; + } + } + for (int j = 0; j < ROW; j++) + { + for (int k = 0; k < COL; k++) + { + map[i][j][k] = _map.Map[j][k]; + } + } + } + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + temp_map[i][j] = map[cas][i][j]; + } + } + while (1) + { + drawGraph(); + setbkmode(TRANSPARENT); + settextcolor(BLACK); + settextstyle(20, 0, _T("微软雅黑")); + outtextxy(500, 570, L"已走步数:"); + outtextxy(100, 570, L"重置:Z"); + outtextxy(200, 570, L"主菜单:X"); + int q = 0; + int temp = _count; + while (temp != 0) + { + c[q] = mapping[temp % 10]; + temp /= 10; + q++; + } + if (q != 0) + { + for (int j = 0; j < q; j++) + { + result[j] = c[q - j - 1]; + } + } + outtextxy(570, 570, result); + if (gameOver())//如果游戏结束 + { + cas++; //变换关卡 + _count = 0; + for (int i = 0; i < 10; i++) + result[i] = 0; + result[0] = { L'0' }; + for (int i = 0; i < 10; i++) + c[i] = 0; + if (cas != 4) + { + Sleep(500); + drawGraph(); + setbkmode(TRANSPARENT); + settextcolor(BLACK); + settextstyle(20, 0, _T("微软雅黑")); + outtextxy(500, 570, L"已走步数:"); + outtextxy(570, 570, result); + outtextxy(100, 570, L"重置:Z"); + outtextxy(200, 570, L"主菜单:X"); + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + temp_map[i][j] = map[cas][i][j]; + } + } + } + else if (cas == 4) + { + cas = 0; + break; + } + } + FlushBatchDraw(); // 将缓冲区内容显示在屏幕上 + Sleep(10); + keyDown();//循环按下按键 + //system("cls"); + } +} +void play_hard() +{ + + const wchar_t* mapping = L"0123456789"; + _count = 0; + std::srand(static_cast(std::time(0))); + MyMap _map{}; + DUISHU = 6; + for (int i = 0; i < 4; i++) + { + while (!_map.generatemap(8)) + { + if (_map.generatemap(8)) + { + break; + } + } + for (int j = 0; j < ROW; j++) + { + for (int k = 0; k < COL; k++) + { + map[i][j][k] = _map.Map[j][k]; + } + } + } + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + temp_map[i][j] = map[cas][i][j]; + } + } + while (1) + { + drawGraph(); + setbkmode(TRANSPARENT); + settextcolor(BLACK); + settextstyle(20, 0, _T("微软雅黑")); + outtextxy(500, 570, L"已走步数:"); + outtextxy(100, 570, L"重置:Z"); + outtextxy(200, 570, L"主菜单:X"); + int q = 0; + int temp = _count; + while (temp != 0) + { + c[q] = mapping[temp % 10]; + temp /= 10; + q++; + } + if (q != 0) + { + for (int j = 0; j < q; j++) + { + result[j] = c[q - j - 1]; + } + } + outtextxy(570, 570, result); + if (gameOver())//如果游戏结束 + { + cas++; //变换关卡 + _count = 0; + for (int i = 0; i < 10; i++) + result[i] = 0; + result[0] = { L'0' }; + for (int i = 0; i < 10; i++) + c[i] = 0; + if (cas != 4) + { + Sleep(500); + drawGraph(); + setbkmode(TRANSPARENT); + settextcolor(BLACK); + settextstyle(20, 0, _T("微软雅黑")); + outtextxy(500, 570, L"已走步数:"); + outtextxy(570, 570, result); + outtextxy(100, 570, L"重置:Z"); + outtextxy(200, 570, L"主菜单:X"); + for (int i = 0; i < ROW; i++) + { + for (int j = 0; j < COL; j++) + { + temp_map[i][j] = map[cas][i][j]; + } + } + } + else if (cas == 4) + { + cas = 0; + break; + } + } + FlushBatchDraw(); // 将缓冲区内容显示在屏幕上 + Sleep(10); + keyDown();//循环按下按键 + //system("cls"); + } +} + +int main() +{ + loadResource();//定义加载资源函数 + //mciSendString(L"open 1.mp3", 0, 0, 0);//加载音乐 + //mciSendString(L"play 1.mp3 repeat", 0, 0, 0);//循环播放音乐资源 + initgraph(50 * ROW, 50 * COL); + Button* start = new Button{ 150, 400, 100, 25, L"开始" }; + Button* easy = new Button{ 100, 300, 100, 25, L"简单" }; + Button* normal = new Button{ 250, 300, 100, 25, L"中等" }; + Button* hard = new Button{ 400, 300, 100, 25, L"困难" }; + Button* exit = new Button{ 350, 400, 100, 25, L"退出" }; + while (1) + { + if (start->get_has_been_clicked()) + start->has_been_clicked_convert(); + if (easy->get_has_been_clicked()) + easy->has_been_clicked_convert(); + if (normal->get_has_been_clicked()) + normal->has_been_clicked_convert(); + if (hard->get_has_been_clicked()) + hard->has_been_clicked_convert(); + if (exit->get_has_been_clicked()) + exit->has_been_clicked_convert(); + drawGraph1(); + setbkmode(TRANSPARENT); + settextcolor(BLACK); + settextstyle(50, 0, _T("微软雅黑")); + outtextxy(250, 150, L"推箱子"); + ExMessage msg; + while (true) + { + if (peekmessage(&msg)) // 检查是否有消息 + { + int mouseX = msg.x; // 获取鼠标x坐标 + int mouseY = msg.y; // 获取鼠标y坐标 + if (msg.message == WM_LBUTTONDOWN) + { + if (start->checkClick(mouseX, mouseY)) + { + if (easy->get_has_been_clicked()) + { + play_easy(); + break; + } + else if (normal->get_has_been_clicked()) + { + play_normal(); + break; + } + else if(hard->get_has_been_clicked()) + { + play_hard(); + break; + } + else + { + + } + } + else if (easy->checkClick(mouseX, mouseY)) + { + if (normal->get_has_been_clicked()) + normal->has_been_clicked_convert(); + if (hard->get_has_been_clicked()) + hard->has_been_clicked_convert(); + } + else if (normal->checkClick(mouseX, mouseY)) + { + if (easy->get_has_been_clicked()) + easy->has_been_clicked_convert(); + if (hard->get_has_been_clicked()) + hard->has_been_clicked_convert(); + } + else if (hard->checkClick(mouseX, mouseY)) + { + if (normal->get_has_been_clicked()) + normal->has_been_clicked_convert(); + if (easy->get_has_been_clicked()) + easy->has_been_clicked_convert(); + } + else if (exit->checkClick(mouseX, mouseY)) + { + return 0; + } + } + else if (msg.message == WM_MOUSEMOVE) + { + start->checkMouseOver(mouseX, mouseY); + easy->checkMouseOver(mouseX, mouseY); + normal->checkMouseOver(mouseX, mouseY); + hard->checkMouseOver(mouseX, mouseY); + exit->checkMouseOver(mouseX, mouseY); + } + } + + start->draw(); // 绘制当前页面内容 + easy->draw(); + normal->draw(); + hard->draw(); + exit->draw(); + FlushBatchDraw(); // 将缓冲区内容显示在屏幕上 + Sleep(10); + } + + + + } + delete start; + delete easy; + delete normal; + delete hard; + delete exit; + delete bacground; + closegraph();//关闭窗口 + return 0; +} \ No newline at end of file