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WindowsProject4.cpp
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994 lines (906 loc) · 45.3 KB
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//WindowsProject4.cpp: 定义应用程序的入口点。
//
#include "stdafx.h"
#include "WindowsProject4.h"
#include"stdlib.h"
#include"time.h"
#include"stdio.h"
#include"string.h"
#define MAX_LOADSTRING 100
#define MaxSize 5
#pragma warning(disable:4996) //无视警告
typedef struct
{
int number[MaxSize];
int top;
}Stack;
void NewTurnUp(int Game[4][4]);
void NewTurnDown(int Game[4][4]);
void NewTurnRight(int Game[4][4]);
void NewTurnLeft(int Game[4][4]);
void InitStack(Stack *&s);
void Push(Stack *&s, int n);
int Pop(Stack *&s);
int GetTop(Stack *&s);
int Game[4][4] = { 0 }; //利用一个数组来储存游戏中的数字
void turn_down(int Game[4][4]); //向下操作
void turn_up(int Game[4][4]); //向上操作
void turn_left(int Game[4][4]); //向左操作
void turn_right(int Game[4][4]); //向右操作
bool Judge(int Game[4][4]); //判断游戏是否能够结束
bool JudgeZero(int Game[4][4]); //判断是否还有为0的数字
void btn_change(); //对按钮实行sendmessage操作使按钮的文本改变
void RandomNumber(int Game[4][4]); //生成一个依据时间的随机数
int Score(int Game[4][4]); //计算总分数
bool StackEmpty(Stack *&s); //判断栈是否为空
FILE *fp; //定义全局文件变量,实现存储读取功能
// 全局变量:
HINSTANCE hInst; // 当前实例
WCHAR szTitle[MAX_LOADSTRING]; // 标题栏文本
WCHAR szWindowClass[MAX_LOADSTRING]; // 主窗口类名
/*按钮的句柄变量*/
HWND ScoreHWnd,
btn_00,
btn_01,
btn_02,
btn_03,
btn_10,
btn_11,
btn_12,
btn_13,
btn_20,
btn_21,
btn_22,
btn_23,
btn_30,
btn_31,
btn_32,
btn_33; //定义按钮的句柄,以便后面进行sendmessage操作.
// 此代码模块中包含的函数的前向声明:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
BOOL CALLBACK DigProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPWSTR lpCmdLine,
_In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// TODO: 在此放置代码。
/****************2048游戏部分代码******************/
srand((unsigned int)time(NULL)); //让程序更加随机
int i, j;
j = rand() % 4;
i = rand() % 4;
Game[i][j] = (rand() % 2 + 1) * 2; //初始化数组中第一个数字
/****************2048游戏部分代码******************/
// 初始化全局字符串
LoadStringW(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadStringW(hInstance, IDC_WINDOWSPROJECT4, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// 执行应用程序初始化:
if (!InitInstance(hInstance, nCmdShow))
{
return FALSE;
}
HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_WINDOWSPROJECT4));
MSG msg;
// 主消息循环:
while (GetMessage(&msg, nullptr, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int)msg.wParam;
}
//
// 函数: MyRegisterClass()
//
// 目的: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1));
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(255, 192, 203));
wcex.lpszMenuName = MAKEINTRESOURCEW(IDC_WINDOWSPROJECT4);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_ICON3));
return RegisterClassExW(&wcex);
}
//
// 函数: InitInstance(HINSTANCE, int)
//
// 目的: 保存实例句柄并创建主窗口
//
// 注释:
//
// 在此函数中,我们在全局变量中保存实例句柄并
// 创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // 将实例句柄存储在全局变量中
HWND hWnd = CreateWindowW(szWindowClass, L"冯桂璠的2048", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 350, 450, nullptr, nullptr, hInstance, nullptr); //创建主窗口
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// 函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// 目的: 处理主窗口的消息。
//
// WM_COMMAND - 处理应用程序菜单
// WM_PAINT - 绘制主窗口
// WM_DESTROY - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CREATE:
{
CreateWindow(L"Static", L"2048", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 50, 50, 33, 20, hWnd, NULL, hInst, NULL);
CreateWindow(L"Static", L"得分:", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 150, 50, 40, 20, hWnd, NULL, hInst, NULL);
ScoreHWnd = CreateWindow(L"Static", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 190, 50, 70, 20, hWnd, NULL, hInst, NULL);
btn_00 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 40, 110, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_01 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 100, 110, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_02 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 160, 110, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_03 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 220, 110, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_10 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 40, 170, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_11 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 100, 170, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_12 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 160, 170, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_13 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 220, 170, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_20 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 40, 230, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_21 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 100, 230, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_22 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 160, 230, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_23 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 220, 230, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_30 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 40, 290, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_31 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 100, 290, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_32 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 160, 290, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_33 = CreateWindow(L"Button", L"", SS_LEFT | WS_CHILD | WS_OVERLAPPED | WS_VISIBLE, 220, 290, 60, 60, hWnd, (HMENU)100, hInst, NULL);
btn_change();
}
return 0;
case WM_KEYDOWN: //检测键盘按下消息
{
if (VK_UP == wParam)
{
NewTurnUp(Game);
RandomNumber(Game);
btn_change();
if (Judge(Game) == 0)
MessageBox(hWnd, L"游戏结束", L"", MB_OK);
}
if (VK_DOWN == wParam)
{
NewTurnDown(Game);
RandomNumber(Game);
btn_change();
if (Judge(Game) == 0)
MessageBox(hWnd, L"游戏结束", L"", MB_OK);
}
if (VK_LEFT == wParam)
{
NewTurnLeft(Game);
RandomNumber(Game);
btn_change();
if (Judge(Game) == 0)
MessageBox(hWnd, L"游戏结束", L"", MB_OK);
}
if (VK_RIGHT == wParam)
{
NewTurnRight(Game);
RandomNumber(Game);
btn_change();
if (Judge(Game) == 0)
MessageBox(hWnd, L"游戏结束", L"哎呀", MB_OK);
}
}
return 0;
case WM_COMMAND:
{
int wmId = LOWORD(wParam);
// 分析菜单选择:
switch (wmId)
{
case IDM_UP:
{
turn_up(Game);
RandomNumber(Game);
btn_change();
if (Judge(Game) == 0)
MessageBox(hWnd, L"游戏结束", L"", MB_OK);
}
break;
case IDM_DOWN:
{
turn_down(Game);
RandomNumber(Game);
btn_change();
if (Judge(Game) == 0)
MessageBox(hWnd, L"游戏结束", L"", MB_OK);
}
break;
case IDM_LEFT:
{
turn_left(Game);
RandomNumber(Game);
btn_change();
if (Judge(Game) == 0)
MessageBox(hWnd, L"游戏结束", L"", MB_OK);
}
break;
case IDM_RIGHT:
{
turn_right(Game);
RandomNumber(Game);
btn_change();
if (Judge(Game) == 0)
MessageBox(hWnd, L"游戏结束", L"", MB_OK);
}
break;
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_DIALOG1), hWnd, DigProc);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
case IDM_SAVED1:
fp = fopen(".\\SAVE1.txt", "w");
for (int i = 0; i<4; i++)
for (int j = 0; j<4; j++)
fprintf(fp, "%d\n", Game[i][j]);
fclose(fp);
MessageBox(hWnd, L"已经存好啦", L"(^U^)ノ", MB_OK);
break;
case IDM_SAVED2:
fp = fopen(".\\SAVE2.txt", "w");
for (int i = 0; i<4; i++)
for (int j = 0; j<4; j++)
fprintf(fp, "%d\n", Game[i][j]);
fclose(fp);
MessageBox(hWnd, L"已经存好啦", L"(^U^)ノ", MB_OK);
break;
case IDM_LOAD1:
fp = fopen(".\\SAVE1.txt", "r");
if (fp == NULL)
{
MessageBox(hWnd, L"没有这个存档", L"哎呀", MB_OK);
}
else
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
fscanf(fp, "%d", &Game[i][j]);
MessageBox(hWnd, L"读取成功", L"嘿嘿", MB_OK);
fclose(fp);
btn_change();
}
break;
case IDM_LOAD2:
fp = fopen(".\\SAVE2.txt", "r");
if (fp == NULL)
{
MessageBox(hWnd, L"读取成功", L"嘿嘿", MB_OK);
}
else
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
fscanf(fp, "%d", &Game[i][j]);
fclose(fp);
btn_change();
}
break;
case IDM_REST:
int i, j;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
Game[i][j] = 0;
srand((unsigned int)time(NULL));
j = rand() % 4;
i = rand() % 4;
Game[i][j] = (rand() % 2 + 1) * 2;
btn_change();
break;
case 100:
MessageBox(hWnd, L"这是个按钮。别点了", L"", MB_OK);
break;
default:
break;
}
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// “关于”框的消息处理程序。
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}
BOOL CALLBACK DigProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) //响应对话框(dialog)
{
static HBITMAP hbitmap;//位图句柄
BITMAP bitmap;
if (message == WM_INITDIALOG)//初始化对话框
{
hbitmap = LoadBitmap(hInst, MAKEINTRESOURCE(IDB_BITMAP1));
GetObject(hbitmap, sizeof(bitmap), &bitmap);
return true;
}
if (message == WM_CLOSE)
{
EndDialog(hDlg, 0); //0返回值
return true;
}
if (message == WM_PAINT)
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hDlg, &ps);
HDC hdcMem = CreateCompatibleDC(hdc);//内存 兼容内存DC
SelectObject(hdcMem, hbitmap); //将位图对象选进内存DC
BitBlt(hdc, 0, 0, 500, 500, hdcMem, 0, 0, SRCCOPY);// 将位图对象从内存DC传送到对话框DC
DeleteObject(hbitmap);
DeleteDC(hdcMem);
EndPaint(hDlg, &ps);
return true;
}
return false;
}
/***************************2048函数部分**************************/
void turn_down(int Game[4][4])
{
int i, j, n, n2, count = 0;
int temp[4];
for (i = 0; i < 4; i++)
{
for (j = 3; j >= 0; j--)
{
if (Game[j][i] != 0)
{
temp[count] = Game[j][i]; // 把某行中所有非数字存入temp中
count++; //存完后count的数值为非零数字的个数
}
}
//此时temp中已存入所有数字
if (count > 1) //如果temp中只有一个数字,不需要整合
for (n = 0; n < count - 1; n++) //遍历所有数字
{
if (temp[n] == temp[n + 1])
{
temp[n] = temp[n] * 2;
if (n == count - 2) //当n+1为最后一个元素时,直接count-1即可
{
count = count - 1;
break;
}
n2 = n + 1;
for (n2; n2 < count - 1; n2++)
temp[n2] = temp[n2 + 1];
count = count - 1;
}
}
for (j = 0; j < 4; j++) //对整列清零。
Game[j][i] = 0;
j = 4 - count;
while (count > 0)
{
Game[j][i] = temp[count - 1];
count--;
j++;
}
}
}
void turn_up(int Game[4][4])
{
int i, j, n, n2, count = 0;
int temp[4];
for (i = 0; i < 4; i++)
{
for (j = 0; j <= 3; j++)
{
if (Game[j][i] != 0)
{
temp[count] = Game[j][i]; // 把某行中所有非数字存入temp中
count++; //存完后count的数值为非零数字的个数
}
}
//此时temp中已存入所有数字
if (count > 1) //如果temp中只有一个数字,不需要整合
for (n = 0; n < count - 1; n++) //遍历所有数字
{
if (temp[n] == temp[n + 1])
{
temp[n] = temp[n] * 2;
if (n == count - 2) //当n+1为最后一个元素时,直接count-1即可
{
count = count - 1;
break;
}
n2 = n + 1;
for (n2; n2 < count - 1; n2++)
temp[n2] = temp[n2 + 1];
count = count - 1;
}
}
for (j = 0; j < 4; j++) //对整列清零。
Game[j][i] = 0;
j = count - 1;
while (count > 0)
{
Game[j][i] = temp[count - 1];
count--;
j--;
}
}
}
void turn_left(int Game[4][4])
{
int i, j, n, n2, count = 0;
int temp[4];
for (j = 0; j < 4; j++)
{
for (i = 0; i <= 3; i++)
{
if (Game[j][i] != 0)
{
temp[count] = Game[j][i]; // 把某行中所有非数字存入temp中
count++; //存完后count的数值为非零数字的个数
}
}
//此时temp中已存入所有数字
if (count > 1) //如果temp中只有一个数字,不需要整合
for (n = 0; n < count - 1; n++) //遍历所有数字
{
if (temp[n] == temp[n + 1])
{
temp[n] = temp[n] * 2;
if (n == count - 2) //当n+1为最后一个元素时,直接count-1即可
{
count = count - 1;
break;
}
n2 = n + 1;
for (n2; n2 < count - 1; n2++)
temp[n2] = temp[n2 + 1];
count = count - 1;
}
}
for (i = 0; i < 4; i++) //对整列清零。
Game[j][i] = 0;
i = count - 1;
while (count > 0)
{
Game[j][i] = temp[count - 1];
count--;
i--;
}
}
}
void turn_right(int Game[4][4])
{
int i, j, n2;
int count = 0;
int temp[4];
int n;
for (j = 0; j < 4; j++)
{
for (i = 3; i >= 0; i--)
{
if (Game[j][i] != 0)
{
temp[count] = Game[j][i]; // 把某行中所有非数字存入temp中
count++; //存完后count的数值为非零数字的个数
}
}
//此时temp中已存入所有数字
if (count > 1) //如果temp中只有一个数字,不需要整合
for (n = 0; n < count - 1; n++) //遍历所有数字
{
if (temp[n] == temp[n + 1])
{
temp[n] = temp[n] * 2;
if (n == count - 2) //当n+1为最后一个元素时,直接count-1即可
{
count = count - 1;
break;
}
n2 = n + 1;
for (n2; n2 < count - 1; n2++)
temp[n2] = temp[n2 + 1];
count = count - 1;
}
}
for (i = 0; i < 4; i++) //对整列清零。
Game[j][i] = 0;
i = 4 - count;
while (count > 0)
{
Game[j][i] = temp[count - 1];
count--;
i++;
}
}
}
bool Judge(int Game[4][4]) //判断游戏是否还能继续
{
int i, j;
if (JudgeZero(Game))
return true;
else
{
for (i = 0; i < 4; i++)
for (j = 0; j < 3; j++)
if (Game[i][j] == Game[i][j + 1])
return true;
for (j = 0; j < 4; j++)
for (i = 0; i < 3; i++)
if (Game[i][j] == Game[i + 1][j])
return true;
return false;
}
}
bool JudgeZero(int Game[4][4])
{
int i, j;
for (i = 0; i<4; i++)
for (j = 0; j< 4; j++)
{
if (Game[i][j] == 0)
return true;
}
return false;
}
void btn_change()
{
static TCHAR Number_00[50], Number_01[50], Number_02[50], Number_03[50],
Number_10[50], Number_11[50], Number_12[50], Number_13[50], Number_20[50],
Number_21[50], Number_22[50], Number_23[50], Number_30[50], Number_31[50], Number_32[50], Number_33[50], LScore[50];
int score = Score(Game);
wsprintf(LScore, L"%d", score);
wsprintf(Number_00, L"%d", Game[0][0]); //将数值转化为TCHAR以便后续sendmessage
wsprintf(Number_01, L"%d", Game[0][1]);
wsprintf(Number_02, L"%d", Game[0][2]);
wsprintf(Number_03, L"%d", Game[0][3]);
wsprintf(Number_10, L"%d", Game[1][0]);
wsprintf(Number_11, L"%d", Game[1][1]);
wsprintf(Number_12, L"%d", Game[1][2]);
wsprintf(Number_13, L"%d", Game[1][3]);
wsprintf(Number_20, L"%d", Game[2][0]);
wsprintf(Number_21, L"%d", Game[2][1]);
wsprintf(Number_22, L"%d", Game[2][2]);
wsprintf(Number_23, L"%d", Game[2][3]);
wsprintf(Number_30, L"%d", Game[3][0]);
wsprintf(Number_31, L"%d", Game[3][1]);
wsprintf(Number_32, L"%d", Game[3][2]);
wsprintf(Number_33, L"%d", Game[3][3]);
SendMessage(ScoreHWnd, WM_SETTEXT, WPARAM(NULL), LPARAM(LScore));
if (Game[0][0] == 0)
SendMessage(btn_00, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_00, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_00)));
if (Game[0][1] == 0)
SendMessage(btn_01, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_01, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_01)));
if (Game[0][2] == 0)
SendMessage(btn_02, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_02, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_02)));
if (Game[0][3] == 0)
SendMessage(btn_03, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_03, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_03)));
if (Game[1][0] == 0)
SendMessage(btn_10, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_10, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_10)));
if (Game[1][1] == 0)
SendMessage(btn_11, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_11, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_11)));
if (Game[1][2] == 0)
SendMessage(btn_12, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_12, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_12)));
if (Game[1][3] == 0)
SendMessage(btn_13, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_13, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_13)));
if (Game[2][0] == 0)
SendMessage(btn_20, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_20, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_20)));
if (Game[2][1] == 0)
SendMessage(btn_21, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_21, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_21)));
if (Game[2][2] == 0)
SendMessage(btn_22, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_22, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_22)));
if (Game[2][3] == 0)
SendMessage(btn_23, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_23, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_23)));
if (Game[3][0] == 0)
SendMessage(btn_30, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_30, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_30)));
if (Game[3][1] == 0)
SendMessage(btn_31, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_31, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_31)));
if (Game[3][2] == 0)
SendMessage(btn_32, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_32, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_32)));
if (Game[3][3] == 0)
SendMessage(btn_33, WM_SETTEXT, WPARAM(NULL), LPARAM(L""));
else
SendMessage(btn_33, WM_SETTEXT, WPARAM(NULL), LPARAM((Number_33)));
}
void RandomNumber(int Game[4][4])
{
int flag = 0;
int i, j;
if (Judge(Game))
if (JudgeZero(Game))
{
while (flag == 0)
{
j = rand() % 4;
i = rand() % 4;
if (Game[j][i] == 0) {
Game[j][i] = (rand() % 2 + 1) * 2;
flag = 1;
}
}
}
}
int Score(int Game[4][4])
{
int i, j;
int count = 0;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
count = count + Game[i][j];
return count;
}
void InitStack(Stack *&s)
{
s = (Stack *)malloc(sizeof(Stack));
s->top = -1;
}
void Push(Stack *&s, int n)
{
s->top++;
s->number[s->top] = n;
}
int Pop(Stack *&s)
{
int n;
s->top--;
n = s->number[s->top + 1];
return n;
}
int GetTop(Stack *&s)
{
return s->number[s->top];
}
bool StackEmpty(Stack *&s)
{
return s->top == -1;
}
void NewTurnDown(int Game[4][4])
{
Stack *s;
InitStack(s);
int i, j, number, flag = 0;
for (i = 0; i < 4; i++)
{
for (j = 3; j >= 0; j--)
{
if (Game[j][i] != 0)
if (flag == 1)
{
Push(s, Game[j][i]);
flag = 0;
}
else
{
if (StackEmpty(s))
Push(s, Game[j][i]);
else
{
if (Game[j][i] == GetTop(s))
{
s->number[s->top] = s->number[s->top] * 2;
flag = 1;
}
else
Push(s, Game[j][i]);
}
}
}
for (j = 0; j < 4; j++) //对整列清零。
Game[j][i] = 0;
j = 3 - s->top;
while (j < 4)
{
Game[j][i] = Pop(s);
j++;
}
s->top = -1;
}
free(s);
}
void NewTurnUp(int Game[4][4])
{
Stack *s;
InitStack(s);
int i, j, n, number, flag = 0;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
if (Game[j][i] != 0)
if (flag == 1)
{
Push(s, Game[j][i]);
flag = 0;
}
else
{
if (StackEmpty(s))
Push(s, Game[j][i]);
else
{
if (Game[j][i] == GetTop(s))
{
s->number[s->top] = s->number[s->top] * 2;
flag = 1;
}
else
Push(s, Game[j][i]);
}
}
}
for (j = 0; j < 4; j++) //对整列清零。
Game[j][i] = 0;
j = s->top;
while (j >= 0)
{
Game[j][i] = Pop(s);
j--;
}
s->top = -1;
}
free(s);
}
void NewTurnRight(int Game[4][4])
{
Stack *s;
InitStack(s);
int i, j, number, flag = 0;
for (i = 0; i < 4; i++)
{
for (j = 3; j >= 0; j--)
{
if (Game[i][j] != 0)
if (flag == 1)
{
Push(s, Game[i][j]);
flag = 0;
}
else
{
if (StackEmpty(s))
Push(s, Game[i][j]);
else
{
if (Game[i][j] == GetTop(s))
{
s->number[s->top] = s->number[s->top] * 2;
flag = 1;
}
else
Push(s, Game[i][j]);
}
}
}
for (j = 0; j < 4; j++) //对整列清零。
Game[i][j] = 0;
j = 3 - s->top;
while (j < 4)
{
Game[i][j] = Pop(s);
j++;
}
s->top = -1;
}
free(s);
}
void NewTurnLeft(int Game[4][4])
{
Stack *s;
InitStack(s);
int i, j, n, number, flag = 0;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
if (Game[i][j] != 0)
if (flag == 1)
{
Push(s, Game[i][j]);
flag = 0;
}
else
{
if (StackEmpty(s))
Push(s, Game[i][j]);
else
{
if (Game[i][j] == GetTop(s))
{
s->number[s->top] = s->number[s->top] * 2;
flag = 1;
}
else
Push(s, Game[i][j]);
}
}
}
for (j = 0; j < 4; j++) //对整列清零。
Game[i][j] = 0;
j = s->top;
while (j >= 0)
{
Game[i][j] = Pop(s);
j--;
}
s->top = -1;
}
free(s);
}