C++ 迷宮游戲?qū)崿F(xiàn)代碼
題目 通過(guò)讓游戲角色自動(dòng)尋找迷宮出口,走出迷宮,來(lái)練習(xí)C++面向?qū)ο笾庋b的基礎(chǔ)知識(shí)。迷宮圖如下所示,其中X表示墻。
1、程序分析
走出去的原理:遵循右手規(guī)則或左手規(guī)則。右手扶墻走,就會(huì)走出迷宮,反之,亦然。
step1 創(chuàng)建迷宮類,打印出迷宮地圖。
step2 創(chuàng)建走迷宮的人的類。
2、程序?qū)崿F(xiàn)
MazeMap.h
#ifndef MAZEMAP_H#define MAZEMAP_H#include <iostream>#include <Windows.h> //COORD//在二維數(shù)組里,1代表墻,0代表路#define WALL 1#define ROAD 0class MazeMap{public: MazeMap(char wall = 'X'); ~MazeMap(); /*設(shè)置迷宮地圖*/ void setMazeMap(int *mazemap, int row, int col); void pintMazeMap(); int** getMap(); //返回地圖二維數(shù)組指針 const char m_cRoad; //常數(shù)據(jù)成員:路 void setExitPosition(int x,int y); //設(shè)置迷宮出口 COORD m_COORDExitPostion; //迷宮的出口private: const char m_cWall; //常數(shù)據(jù)成員:墻 int** m_pMap; //指向迷宮地圖二維數(shù)組的二級(jí)指針 int m_iMapRow; //二維數(shù)組的行數(shù) int m_iMapCol; //二維數(shù)組的列數(shù)};#endifMazeMap.cpp
#include "MazeMap.h"/***************************函數(shù)名稱:MazeMap()*函數(shù)功能:構(gòu)造函數(shù),初始化參數(shù)*函數(shù)參數(shù):wall 墻的表示符號(hào)*修改時(shí)間:2016.7.18***************************/MazeMap::MazeMap(char wall):m_cWall(wall),m_cRoad(' '){ m_pMap = NULL;}/**************************函數(shù)名稱:~MazeMap()*函數(shù)功能:析構(gòu)函數(shù),釋放動(dòng)態(tài)申請(qǐng)的內(nèi)存空間*修改時(shí)間:2016.7.18**************************/MazeMap::~MazeMap(){ if(m_pMap) { for(int i = 0; i < m_iMapRow; i++) { delete m_pMap[i]; m_pMap[i] = NULL; } delete m_pMap; }}/*********************************函數(shù)名稱:setMazeMap()*函數(shù)功能:設(shè)置迷宮地圖,傳遞參數(shù)*函數(shù)參數(shù):*mazemap 存儲(chǔ)地圖數(shù)據(jù)的二維數(shù)組的指針* row 二維數(shù)組的行數(shù)* col 二維數(shù)組的列數(shù)*修改時(shí)間:2016.7.18**********************************/void MazeMap::setMazeMap(int *mazemap, int row, int col){ m_iMapRow = row; m_iMapCol = col; //為存儲(chǔ)迷宮地圖的二維數(shù)組動(dòng)態(tài)分配內(nèi)存空間 m_pMap = new int*[m_iMapRow]; //分配m_iMapRow個(gè)存儲(chǔ)int類型指針的內(nèi)存空間 for(int i = 0; i < m_iMapRow; i++) m_pMap[i] = new int[m_iMapCol]; //分配m_iMapCol個(gè)存儲(chǔ)int類型的內(nèi)存空間 //將二維數(shù)組迷宮地圖的數(shù)據(jù)拷貝給二級(jí)指針 for(int i = 0; i < m_iMapRow; i++) { for(int j = 0; j < m_iMapCol; j++) { m_pMap[i][j] = *mazemap; mazemap++; } }}/*************************************************函數(shù)名稱:pintMazeMap()*函數(shù)功能:打印迷宮地圖*修改時(shí)間:2016.7.18*************************************************/void MazeMap::pintMazeMap(){ system("cls"); for(int i = 0; i < m_iMapRow; i++) { for(int j = 0; j < m_iMapCol; j++) { if(m_pMap[i][j]) //數(shù)組元素為1,則打印代表墻的字符 std::cout << m_cWall; else //否則,打印代表路的字符 std::cout << m_cRoad; } std::cout << std::endl; }}/*************************************************函數(shù)名稱:getMap()*函數(shù)功能:返回地圖二維數(shù)組指針*返 回 值:二級(jí)指針*修改時(shí)間:2016.7.18*************************************************/int** MazeMap::getMap(){ return m_pMap;}/*************************************************函數(shù)名稱:setExitPosition()*函數(shù)功能:設(shè)置迷宮的出口*函數(shù)參數(shù):x 迷宮出口位置所在行數(shù) y 迷宮出口位置所在列數(shù)*修改時(shí)間:2016.7.18*************************************************/void MazeMap::setExitPosition(int x, int y){ m_COORDExitPostion.X = x; m_COORDExitPostion.Y = y;}MazeMan.h
#ifndef MAZEMAN_H#define MAZEMAN_H#include <Windows.h>#include "MazeMap.h"enum direction{U,D,L,R};class MazeMan{public: MazeMan(char man = 'T',char manface = R); void setPosition(int x, int y); //設(shè)置游戲角色位置 void setMap(MazeMap *map); //設(shè)置地圖對(duì)象 bool walkUp(); //向上走 bool walkDown(); //向下走 bool walkLeft(); //向左走 bool walkRight(); //向右走 void moveForward(direction direct); //根據(jù)傳入的方向讓游戲角色前進(jìn)一步 void start(); //游戲開(kāi)始函數(shù)private: char m_cMan; //代表游戲角色的字符 char m_cManFace; //游戲角色的朝向 int m_iSteps; //記錄游戲角色已經(jīng)走的步數(shù) COORD m_COORDManCurrentPosition; //游戲角色的當(dāng)前位置 MazeMap *m_pMap; //地圖對(duì)象};#endifMazeMan.cpp
#include "MazeMan.h"/**************************函數(shù)名稱:MazeMan()*函數(shù)功能:構(gòu)造函數(shù),初始化數(shù)據(jù)成員*函數(shù)參數(shù):man 表示游戲角色的字符 manface 游戲角色的朝向*修改時(shí)間:2016.7.18**************************/MazeMan::MazeMan(char man,char manface){ m_cMan = man; m_cManFace = manface; m_iSteps = 0;}/********************************函數(shù)名稱:setMap()*函數(shù)功能:設(shè)置地圖對(duì)象中的地圖*函數(shù)參數(shù):*map 地圖對(duì)象的指針*修改時(shí)間:2016.7.18********************************/void MazeMan::setMap(MazeMap *map){ m_pMap = map;}/*******************************函數(shù)名稱:setPosition()*函數(shù)功能:設(shè)置游戲角色位置*函數(shù)參數(shù):x 角色所在位置的橫坐標(biāo) y 角色所在位置的縱坐標(biāo)*修改時(shí)間:2016.7.18********************************/void MazeMan::setPosition(int x, int y){ unsigned long numWritten; //獲得命令行窗口的窗口句柄 HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE); m_COORDManCurrentPosition.X = x; m_COORDManCurrentPosition.Y = y; //在指定坐標(biāo)位置填充指定的字符,這里我們?cè)谟螒蚪巧漠?dāng)前位置填充代表游戲角色的字符,使游戲角色采出現(xiàn) FillConsoleOutputCharacter(handle,m_cMan,1,m_COORDManCurrentPosition,&numWritten); //參數(shù)說(shuō)明:控制臺(tái)屏幕緩沖區(qū)句柄,要向控制臺(tái)緩沖區(qū)寫入的字符;應(yīng)寫入的字符單元數(shù); //一個(gè)COORD結(jié)構(gòu),它指定字符的字符是要寫的第一個(gè)單元格的坐標(biāo); //指向接收的實(shí)際寫入控制臺(tái)屏幕緩沖區(qū)的字符數(shù)的變量的指針。}/*************************************************函數(shù)名稱:moveForward()*函數(shù)功能:根據(jù)傳入的方向讓游戲角色前進(jìn)一步*函數(shù)參數(shù):direct 移動(dòng)的方向*修改時(shí)間:2016.7.18*************************************************/void MazeMan::moveForward(direction direct){ unsigned long numWritten; //獲取命令行窗口的窗口句柄 HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE); //在指定坐標(biāo)位置填充指定的字符,這里我們?cè)谟螒蚪巧漠?dāng)前位置填充空格,使游戲角色消失 FillConsoleOutputCharacter(handle,m_pMap->m_cRoad,1,m_COORDManCurrentPosition,&numWritten); switch(direct) { case U: m_COORDManCurrentPosition.Y -= 1; break; case D: m_COORDManCurrentPosition.Y += 1; break; case L: m_COORDManCurrentPosition.X -= 1; break; case R: m_COORDManCurrentPosition.X += 1; break; default: break; } //游戲角色坐標(biāo)更新,在新的坐標(biāo) FillConsoleOutputCharacter(handle,m_cMan,1,m_COORDManCurrentPosition,&numWritten); //移動(dòng)完成后跟新游戲角色的朝向 m_cManFace = direct;}/*************************************************函數(shù)名稱:walkUp()*函數(shù)功能:向上走一步,若成功,則返回ture;若失敗,則返回false*修改時(shí)間:2016.7.18*************************************************/bool MazeMan::walkUp(){ if(m_pMap->getMap()[m_COORDManCurrentPosition.Y - 1][m_COORDManCurrentPosition.X]) return false; else moveForward(U); return true;}/*************************************************函數(shù)名稱:walkDown()*函數(shù)功能:向下走一步,若成功,則返回ture;若失敗,則返回false*修改時(shí)間:2016.7.18*************************************************/bool MazeMan::walkDown(){ if(m_pMap->getMap()[m_COORDManCurrentPosition.Y + 1][m_COORDManCurrentPosition.X]) return false; else moveForward(D); return true;}/*************************************************函數(shù)名稱:walkLeft()*函數(shù)功能:向左走一步,若成功,則返回ture;若失敗,則返回false*修改時(shí)間:2016.7.18*************************************************/bool MazeMan::walkLeft(){ if(m_pMap->getMap()[m_COORDManCurrentPosition.Y][m_COORDManCurrentPosition.X - 1]) return false; else moveForward(L); return true;}/*************************************************函數(shù)名稱:walkRight()*函數(shù)功能:向右走一步,若成功,則返回ture;若失敗,則返回false*修改時(shí)間:2016.7.18*************************************************/bool MazeMan::walkRight(){ if(m_pMap->getMap()[m_COORDManCurrentPosition.Y][m_COORDManCurrentPosition.X + 1]) return false; else moveForward(R); return true;}/*************************************************函數(shù)名稱:start()*函數(shù)功能:游戲開(kāi)始函數(shù)*修改時(shí)間:2016.7.18*************************************************/void MazeMan::start(){ while(true) { m_pMap->pintMazeMap(); switch(m_cManFace) { case U: //游戲角色朝上時(shí),先向右,再向上,再向左,最后向下(右手原則) walkRight() || walkUp() || walkLeft() || walkDown(); break; case D: walkLeft() || walkDown() || walkRight() || walkUp(); break; case L: walkUp() || walkLeft() || walkDown() || walkRight(); break; case R: walkDown() || walkRight() || walkUp() || walkLeft(); break; default: break; } m_iSteps++; if(m_COORDManCurrentPosition.X == m_pMap->m_COORDExitPostion.X && m_COORDManCurrentPosition.Y == m_pMap->m_COORDExitPostion.Y) break; std::cout << "已經(jīng)走了" << m_iSteps - 1 << "步"; Sleep(500); }}Main.cpp
#include "MazeMap.h"#include "MazeMan.h"#define MapRow 11 //迷宮地圖的行數(shù)#define MapCol 11 //迷宮地圖的列數(shù)int main(){ //定義并初始化存儲(chǔ)地圖數(shù)據(jù)的二維數(shù)組 int map[MapRow][MapCol] = { {WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL}, {WALL, ROAD, ROAD, ROAD, WALL, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD}, {WALL, ROAD, WALL, WALL, WALL, ROAD, WALL, WALL, WALL, ROAD, WALL}, {WALL, ROAD, ROAD, ROAD, WALL, ROAD, ROAD, ROAD, WALL, ROAD, WALL}, {WALL, ROAD, WALL, ROAD, WALL, ROAD, WALL, ROAD, WALL, WALL, WALL}, {WALL, ROAD, WALL, ROAD, ROAD, ROAD, WALL, ROAD, WALL, ROAD, WALL}, {WALL, ROAD, WALL, WALL, WALL, ROAD, WALL, WALL, WALL, ROAD, WALL}, {WALL, ROAD, WALL, ROAD, WALL, ROAD, ROAD, ROAD, WALL, ROAD, WALL}, {WALL, WALL, WALL, ROAD, WALL, WALL, WALL, ROAD, WALL, ROAD, WALL}, {ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, WALL}, {WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL} }; //從堆中實(shí)例化地圖對(duì)象 MazeMap *mm = new MazeMap(); mm->setMazeMap(&map[0][0],MapRow,MapCol); mm->setExitPosition(10,1); mm->pintMazeMap(); //從堆中實(shí)例化游戲角色對(duì)象 MazeMan *man = new MazeMan(); //設(shè)置角色起始位置 man->setPosition(0,9); //設(shè)置游戲要走的地圖 man->setMap(mm); //用new的方式從堆中實(shí)例化的對(duì)象,使用完畢之后需要手動(dòng)釋放內(nèi)存 man->start(); delete mm; mm = NULL; delete man; man = NULL; std::cout << "闖關(guān)成功!" << std::endl; system("pause");}3、運(yùn)行結(jié)果
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