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C++ 迷宮游戲?qū)崿F(xiàn)代碼

2020-01-26 14:08:41
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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。
迷宮圖 

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。
MazeMap類 

 step2 創(chuàng)建走迷宮的人的類。


MazeMan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)};#endif

MazeMap.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};#endif

MazeMan.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

T代表人

這里寫圖片描述

這里寫圖片描述

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