迷宫游戏就是玩家在地图中移动,移动至终点则游戏结束。
自己用文本文档手打了个小地图,0表示空白,1表示墙,文件名随意,我改成了map.MapData。然后程序里定义一个全局变量char Map[MapLenX][MapLenY];(长宽自定义)行为X,列为Y。定义char型常量RoadSymbol = '0', WallSymbol = '1', PlayerSymbol = '+'。
本游戏为面向对象编写的,所以就要设计一个类。数据需要一个坐标和一个bool型储存是否到达终点。所以自定义了个结构体储存坐标
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struct point
{
int x, y;
};
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还需要构造函数,析构函数,然后写个移动的函数PlayerMove(),再写个判断是否到达终点的函数CheckIfWin()。每走完一步就要刷新屏幕,所以还需要写个函数Refresh(),然后PlayerActor类就完成了。
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class PlayerActor
{
public :
point m_Location;
bool m_IfWin;
PlayerActor();
~PlayerActor();
void PlayerMove( int _Direc);
void Refresh( void );
void CheckIfWin( void );
};
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构造函数析构函数先不着急, 先定义一下PlayerMove()。思路是先判断是否可移动。若能,当前位置的地图标记设为RoadSymbol, 移动即更新坐标,新坐标位置在地图上标记为PlayerSymbol, 刷新画面,判断输赢。Refresh()思路为先用system("cls")清屏,然后逐行打印。若地图上某点为RoadSymbol输出空格, WallSymbol输出'*', PlayerSymbol输出'+'。
接下来定义玩家起始位置和终点PlayerStart和PlayerEnd并初始化。main函数大体流程如下:读入地图,实例化PlayerActor,当!m_IfWin时接收键盘按键来移动,当m_IfWIn时弹出提示框并结束。所以还需要一个全局函数PlayerControl来接收按键并调用PlayerMove()。
至此,构造函数的流程也明确了。初始化m_IfWin和m_Location,在地图上表明玩家位置和重点位置,刷新屏幕,没了。然后再把能定义为常量的都定位常量,修改一下细节,就能得到一个简陋的走迷宫游戏了。
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#include<iostream>
#include<cstdio>
#include"conio.h"
#include"windows.h"
/////////////////////////
struct point
{
int x, y;
};
///////////////////////
const point PlayerStart = {10, 2};
const point PlayerEnd = {2, 10};
const int MapLenX = 11, MapLenY = 10;
const char EndSymbol = '#' , PlayerSymbol = '+' , WallSymbol = '1' , RoadSymbol = '0' ;
char Map[MapLenX][MapLenY];
const int MoveX[4] = {-1, 1, 0, 0}, MoveY[4] = {0, 0, -1, 1}; //// UP, DOWN, LEFT, RIGHT
const int _UP = 0, _DOWN = 1, _LEFT = 2, _RIGHT = 3;
///////// CLASS ///////////////
class PlayerActor
{
public :
point m_Location;
bool m_IfWin;
PlayerActor();
~PlayerActor();
void PlayerMove( int _Direc);
void Refresh( void );
void CheckIfWin( void );
};
/////////// MEMBER FUNCTIONS /////////////
PlayerActor::PlayerActor()
{
m_IfWin = false ;
this -> m_Location.x = PlayerStart.x;
this -> m_Location.y = PlayerStart.y;
Map[ this -> m_Location.x][ this -> m_Location.y] = PlayerSymbol;
Map[PlayerEnd.x][PlayerEnd.y] = EndSymbol;
PlayerActor::Refresh();
}
PlayerActor::~PlayerActor()
{
}
void PlayerActor::PlayerMove( int _Direct)
{
if ( Map[ this -> m_Location.x+MoveX[_Direct]][ this -> m_Location.y+MoveY[_Direct]] == RoadSymbol
|| Map[ this -> m_Location.x+MoveX[_Direct]][ this -> m_Location.y+MoveY[_Direct]] == EndSymbol ) /////// JUDGE IF CAN MOVE
{
Map[ this -> m_Location.x][ this -> m_Location.y] = RoadSymbol;
this -> m_Location.x += MoveX[_Direct];
this -> m_Location.y += MoveY[_Direct];
Map[ this -> m_Location.x][ this -> m_Location.y] = PlayerSymbol;
PlayerActor::Refresh();
PlayerActor::CheckIfWin();
}
}
void PlayerActor::Refresh( void )
{
system ( "cls" ); //////CLEAR SCREEN
for ( int i=1; i<=MapLenX; i++)
{
for ( int j=1; j<=MapLenY; j++)
{
if (Map[i][j] == RoadSymbol)
printf ( " " );
else if (Map[i][j] == WallSymbol)
printf ( "* " );
else if (Map[i][j] == '+' )
printf ( "%c " , PlayerSymbol);
else if (Map[i][j] == EndSymbol)
printf ( "%c " ,EndSymbol);
}
printf ( "\n" );
}
}
void PlayerActor::CheckIfWin( void )
{
if ( this -> m_Location.x == PlayerEnd.x && this -> m_Location.y == PlayerEnd.y)
m_IfWin = true ;
}
///////////// GLOBAL FUNCTION ////////////////
void PlayerControl(PlayerActor* Player, int _KEY)
{
switch (_KEY)
{
case 119 : Player->PlayerMove(_UP); //// w 119
break ;
case 115 : Player->PlayerMove(_DOWN); ///////s 115
break ;
case 97 : Player->PlayerMove(_LEFT); //// a 97
break ;
case 100 : Player->PlayerMove(_RIGHT); //// d 100
break ;
default :
break ;
}
}
//////// MAIN FUNCTION ///////////
int main()
{
///////// READ MAP /////////////
freopen ( "map.MapData" , "r" , stdin);
for ( int i=1; i<=MapLenX; i++)
{
for ( int j=1; j<=MapLenY; j++)
{
std::cin >> Map[i][j];
}
}
//// CREATE PLAYERACTOR ////
PlayerActor* Player = new PlayerActor;
while (!Player->m_IfWin)
{
PlayerControl(Player, _getch());
}
system ( "cls" );
MessageBox(NULL, "You Win!" , "Congratulations!" , MB_OK);
delete Player;
return 0;
}
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地图map.MapData:
1111111111
1000000001
1011111111
1010000001
1011111101
1000000101
1111110101
1000010101
1011110101
1000000001
1111111111
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/qq_18352005/article/details/79397390