使用C++實現(xiàn)迷宮游戲
迷宮游戲就是玩家在地圖中移動,移動至終點則游戲結(jié)束。
自己用文本文檔手打了個小地圖,0表示空白,1表示墻,文件名隨意,我改成了map.MapData。然后程序里定義一個全局變量char Map[MapLenX][MapLenY];(長寬自定義)行為X,列為Y。定義char型常量RoadSymbol = '0', WallSymbol = '1', PlayerSymbol = '+'。
本游戲為面向?qū)ο缶帉懙模跃鸵O計一個類。數(shù)據(jù)需要一個坐標和一個bool型儲存是否到達終點。所以自定義了個結(jié)構(gòu)體儲存坐標
struct point
{
int x, y;
};
還需要構(gòu)造函數(shù),析構(gòu)函數(shù),然后寫個移動的函數(shù)PlayerMove(),再寫個判斷是否到達終點的函數(shù)CheckIfWin()。每走完一步就要刷新屏幕,所以還需要寫個函數(shù)Refresh(),然后PlayerActor類就完成了。
class PlayerActor
{
public:
point m_Location;
bool m_IfWin;
PlayerActor();
~PlayerActor();
void PlayerMove(int _Direc);
void Refresh(void);
void CheckIfWin(void);
};
構(gòu)造函數(shù)析構(gòu)函數(shù)先不著急, 先定義一下PlayerMove()。思路是先判斷是否可移動。若能,當前位置的地圖標記設為RoadSymbol, 移動即更新坐標,新坐標位置在地圖上標記為PlayerSymbol, 刷新畫面,判斷輸贏。Refresh()思路為先用system("cls")清屏,然后逐行打印。若地圖上某點為RoadSymbol輸出空格, WallSymbol輸出'*', PlayerSymbol輸出'+'。
接下來定義玩家起始位置和終點PlayerStart和PlayerEnd并初始化。main函數(shù)大體流程如下:讀入地圖,實例化PlayerActor,當!m_IfWin時接收鍵盤按鍵來移動,當m_IfWIn時彈出提示框并結(jié)束。所以還需要一個全局函數(shù)PlayerControl來接收按鍵并調(diào)用PlayerMove()。
至此,構(gòu)造函數(shù)的流程也明確了。初始化m_IfWin和m_Location,在地圖上表明玩家位置和重點位置,刷新屏幕,沒了。然后再把能定義為常量的都定位常量,修改一下細節(jié),就能得到一個簡陋的走迷宮游戲了。
#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;
}
地圖map.MapData:
1111111111
1000000001
1011111111
1010000001
1011111101
1000000101
1111110101
1000010101
1011110101
1000000001
1111111111
以上就是本文的全部內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。
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