在井字游戏 C++ 中使用“新游戏”按钮,win32 应用程序初学者

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【中文标题】在井字游戏 C++ 中使用“新游戏”按钮,win32 应用程序初学者【英文标题】:Using a "New Game" button in Tac Tac Toe C++, win32 app beginner 【发布时间】:2013-06-26 19:36:43 【问题描述】:

我正在使用 C++ 制作我的第一个 win32 应用程序,一个井字游戏,到目前为止,我已经能够制作一个 3 x 3 的按钮网格,当点击这些按钮时,将根据谁打开它来显示 X 和 O是。我遇到的麻烦是弄清楚如何在游戏结束后清除所有的 X 和 O(我还没有时间让我的程序确定是否有赢家,这将在稍后出现)。

所以我制作了一个“新游戏”按钮,但我不知道如何在单击它时清除所有内容...有什么帮助吗?

    // Tic_Tac_Toe.cpp : Defines the entry point for the application.
    //

    #include "stdafx.h"
    #include "Tic_Tac_Toe.h"




    #define MAX_LOADSTRING 100

    // Global Variables:
    HINSTANCE hInst;                                // current instance
    TCHAR szTitle[MAX_LOADSTRING];                  // The         title bar text
    TCHAR szWindowClass[MAX_LOADSTRING];            // the main window class name

    // Forward declarations of functions included in this code module:
    ATOM                MyRegisterClass(HINSTANCE hInstance);
    BOOL                InitInstance(HINSTANCE, int);
    LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
    INT_PTR CALLBACK    About(HWND, UINT, WPARAM, LPARAM);

    char playerobject = 0;
    int click1=0;
    int click2=0;
    int click3=0;
    int click4=0;
    int click5=0;
    int click6=0;
    int click7=0;   
    int click8=0;
    int click9=0;



    int APIENTRY _tWinMain(HINSTANCE hInstance,
                 HINSTANCE hPrevInstance,
                 LPTSTR    lpCmdLine,
                 int       nCmdShow)
    
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);

// TODO: Place code here.



MSG msg;
HACCEL hAccelTable;

// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_TIC_TAC_TOE, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);

// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))

    return FALSE;


hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_TIC_TAC_TOE));

// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))

    if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
    
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    


return (int) msg.wParam;
    



    //
    //  FUNCTION: MyRegisterClass()
    //
    //  PURPOSE: Registers the window class.
    //
    //  COMMENTS:
    //
    //    This function and its usage are only necessary if you want this code
    //    to be compatible with Win32 systems prior to the 'RegisterClassEx'
    //    function that was added to Windows 95. It is important to call this function
    //    so that the application will get 'well formed' small icons associated
    //    with it.
    //
    ATOM MyRegisterClass(HINSTANCE hInstance)
    
WNDCLASSEX 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_TIC_TAC_TOE));
wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground  = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName   = MAKEINTRESOURCE(IDC_TIC_TAC_TOE);
wcex.lpszClassName  = szWindowClass;
wcex.hIconSm        = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));

return RegisterClassEx(&wcex);
     

    //
    //   FUNCTION: InitInstance(HINSTANCE, int)
    //
    //   PURPOSE: Saves instance handle and creates main window
    //
    //   COMMENTS:
    //
    //        In this function, we save the instance handle in a global variable and
    //        create and display the main program window.
    //
    BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
    
    HWND hWnd;

       hInst = hInstance; // Store instance handle in our global variable

       hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
          CW_USEDEFAULT, 0, 250, 400, NULL, NULL, hInstance, NULL);

       if (!hWnd)
       
          return FALSE;
       

       ShowWindow(hWnd, nCmdShow);
       UpdateWindow(hWnd);

       return TRUE;
    







     //
    //  FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
    //
    //  PURPOSE:  Processes messages for the main window.
    //
    //  WM_COMMAND  - process the application menu
    //  WM_PAINT    - Paint the main window
    //  WM_DESTROY  - post a quit message and return
    //
    //
    LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
    
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;


switch (message)

case WM_CREATE:
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 50,50,50,50,hWnd,HMENU(IDM_LOC1),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 100,50,50,50,hWnd,HMENU(IDM_LOC2),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 150,50,50,50,hWnd,HMENU(IDM_LOC3),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 50,100,50,50,hWnd,HMENU(IDM_LOC4),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 100,100,50,50,hWnd,HMENU(IDM_LOC5),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 150,100,50,50,hWnd,HMENU(IDM_LOC6),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 50,150,50,50,hWnd,HMENU(IDM_LOC7),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 100,150,50,50,hWnd,HMENU(IDM_LOC8),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT(""), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 150,150,50,50,hWnd,HMENU(IDM_LOC9),GetModuleHandle(NULL),NULL);
    CreateWindowEx(WS_EX_CLIENTEDGE, TEXT("BUTTON"), TEXT("NEW GAME"), WS_TABSTOP|WS_VISIBLE|WS_CHILD|BS_DEFPUSHBUTTON, 75,250,100,30,hWnd,HMENU(IDM_RESTART), GetModuleHandle(NULL), NULL);
case WM_COMMAND:
    wmId    = LOWORD(wParam);
    wmEvent = HIWORD(wParam);
    // Parse the menu selections:
    switch (wmId)
    
    case IDM_LOC1:
        click1++;
        if(click1>1)break;
        else
            playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC1, "X");                
            int loc1 = 1;
        else
            SetDlgItemText(hWnd, IDM_LOC1, "O");               
            int loc1 = 2;
        break;
    case IDM_LOC2:
        click2++;
        if(click2>1)break;
        else
        playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC2, "X");                
            int loc2=1;
        else
            SetDlgItemText(hWnd, IDM_LOC2, "O");               
         int loc2 = 2;
        break;
    case IDM_LOC3:
        click3++;
        if(click3>1)break;
        else
        playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC3, "X");                
            int loc3=1;
        else
            SetDlgItemText(hWnd, IDM_LOC3, "O");               
            int loc3 = 2;
        break;
    case IDM_LOC4:
        click4++;
        if(click4>1)break;
        else
        playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC4, "X");                
            int loc4 = 1;
        else
            SetDlgItemText(hWnd, IDM_LOC4, "O");               
            int loc4 = 2;
        break;
    case IDM_LOC5:
        click5++;
        if(click5>1)break;
        else
        playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC5, "X");                
            int loc5=1;
        else
            SetDlgItemText(hWnd, IDM_LOC5, "O");               
            int loc5=2;
        break;
    case IDM_LOC6:
        click6++;
        if(click6>1)break;
        else
        playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC6, "X");                
            int loc6=1;
        else
            SetDlgItemText(hWnd, IDM_LOC6, "O");               
            int loc6=2;
        break;
    case IDM_LOC7:
        click7++;
        if(click7>1)break;
        else
        playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC7, "X");                
            int loc7=1;
        else
            SetDlgItemText(hWnd, IDM_LOC7, "O");               
            int loc7=2;
        break;
    case IDM_LOC8:
        click8++;
        if(click8>1)break;
        else
        playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC8, "X");                
            int loc8=1;
        else
            SetDlgItemText(hWnd, IDM_LOC8, "O");               
            int loc8=2;
        break;
    case IDM_LOC9:
        click9++;
        if(click9>1)break;
        else
        playerobject++;
        if(playerobject==1|playerobject==3|playerobject==5|playerobject==7|playerobject==9)
            SetDlgItemText(hWnd, IDM_LOC9, "X");
            int loc9=1;
        else
            SetDlgItemText(hWnd, IDM_LOC9, "O");               
            int loc9=2;
        break;
        
    case IDM_RESTART:

        break;

    case IDM_ABOUT:
        DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
        break;
    case IDM_EXIT:
        DestroyWindow(hWnd);
        break;
    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    
    break;
case WM_PAINT:
    hdc = BeginPaint(hWnd, &ps);
    // TODO: Add any drawing code here...
    EndPaint(hWnd, &ps);
    break;
case WM_DESTROY:
    PostQuitMessage(0);
    break;
default:
    return DefWindowProc(hWnd, message, wParam, lParam);

return 0;
    

很抱歉,我的组织可能很糟糕......但是代码可以编译并执行我到目前为止所解释的内容。另外我应该补充一点,我确实有头文件,我不包括这些头文件定义了您可能在此代码中看到未定义的变量。感谢您在如何使用“新游戏”按钮“重置”所有内容方面给予我任何帮助

【问题讨论】:

担心TCHARs 真的没有意义。只需在周围使用宽字符串。 我从 Visual c++ 2010 中的模板应用程序开始,然后从那里拿走了它,所以我选择不改变他们已经为我做的很多事情。但是,是的,我是全新的,所以谢谢你的建议。 【参考方案1】:

playerobject 和所有click 全局变量重置为零,并将每个按钮的文本设置为零,例如SetDlgItemText(hWnd, IDM_LOC1, "");.

【讨论】:

谢谢!我什至没有想到这一点,这几乎太容易了....那太好了!作为记录,是否有另一种方法可以做到这一点,而无需亲自更改所有值? 您可能会考虑使用一些数组和循环来简化编码并消除代码重复,例如int click[9];(不要忘记索引为 0-8 或忽略条目 0 并使用 int click[10];)。此外,如果您的资源标识符是连续的(IDM_LOC1...IDM_LOC9),您可以使用循环来重置文本,(for (UINT i=IDM_LOC1; i<=IDM_LOC9; i++)...)等。您还可以为按钮单击创建通用函数... 非常感谢,我将研究其中的一些想法,以使我的代码不那么混乱。

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