C++推箱子游戏

本程序使用了以下的所有头文件

游戏地图及功能实现: TANXL_GAME_STATE.h

控制台游戏界面实现: TANXL_CONSOLE_LIST.h.

开发环境:Visual Studio 2019


Version 1 完全采用控制台输出颜色以及游戏界面

一、系统功能分析

此程序采用了两个头文件进行各方面的设置,TANXL_GAME_STATE.h中包含了本地游戏关卡的文本文件创建和获取操作以及游戏移动、推动的规则设定,TANXL_CONSOLE_LIST.h用于完成列表输出、颜色输出、绘制地图的功能,主函数负责联系两个头文件的内容。
在游戏运行中会判断是否每一个箱子都在目标区域内,如果是,则立即进行一次绘制(绘制箱子在目标上的地图)然后输出通关提示。如果在此界面选择是则进入下一关,否则返回主界面,如果这一关已经是最后一关,则在选择是的情况下会回到第一关。

二、各功能模块设计与分析

完全调用的头文件提供的功能,完整模块功能分析请参考代码的注释。

三、系统实现

在这里插入图片描述
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在这里插入图片描述
在这里插入图片描述

此为提前更新!内容将在稍后补充。

四、代码

TANXL_GAME_STATE.h(2021/8/1 Finished)

#ifndef TANXL_GAME_STATE
#define TANXL_GAME_STATE
#ifndef FSTREAM
#define FSTREAM
#include<fstream>
#endif
namespace GAME_STATE
{
	std::ofstream fout;
	std::ifstream fin;
	typedef enum class Status
	{
		Status_Player,//玩家:>
		Status_Player_On_Target,//处于目标上的玩家:<
		Status_Object,//箱子:D
		Status_Object_On_Target,//处于目标上的箱子:=
		Status_Block,//围墙:H
		Status_Ground,//空地:G
		Status_Target,//目标:+
		Status_Unknown//未知状态
	}Status;
	typedef struct Level
	{
		std::string LevelName{};
		int Width{};
		int Height{};
	}Level;
	typedef class GameState
	{
	public:
		bool InitState(const int Width = 6, const int Height = 6);//地图初始化函数,返回True则初始化成功
		bool CheckFile(const char* FileName);//判断本地关卡是否存在
		bool CheckLevel();//判断是否通关
		const int GetWidth();//获取地图宽度
		const int GetHeight();//获取地图高度
		const char* GetFileName(int LevelId);//获取关卡的文件名称
		void InsertAction(char Keys);//输入控制
		void ClearState();//释放指针,清空地图
		void GetFileLevel(int LevelId);//获取本地文件的关卡
		void DefaultLevel();//在本地生成默认关卡
		Level GetState(int LevelId);//返回基础地图信息
		Status* GetGameStates();//返回地图信息
	private:
		void MovePlayer(int MoveS);//移动玩家,MovesS:3为左,4为右,1为上,2为下
		const char* Levels[5]{ "Level_1.txt","Level_2.txt","Level_3.txt","Level_4.txt","Level_5.txt" };//定义本地关卡文件名称
		char SingleState{};
		int PlayerX{}, PlayerY{};
		int MoveX{}, MoveY{};
		int MoveXP{}, MoveYP{};
		int StateWidth{ 0 };//地图宽度
		int StateHeight{ 0 };//地图高度
		Status* GameStates{};
		Level LocalLevel[5];
	}State;
	bool GameState::InitState(int Width, int Height)//地图初始化函数,返回True则初始化成功
	{
		StateWidth = Width;
		StateHeight = Height;
		GameStates = new Status[StateWidth * StateHeight];
		if (StateWidth == 0 || StateHeight == 0)
			return false;
		return true;
	}
	bool GameState::CheckFile(const char* FileName)//判断本地关卡是否存在
	{
		std::ifstream Tfin(FileName);
		if (!Tfin)
			return false;
		return true;
	}
	void GameState::ClearState()//释放指针,清空地图
	{
		delete[] GameStates;
		GameStates = 0;
		StateWidth = 0;
		StateHeight = 0;
	}
	const int GameState::GetWidth()//获取地图宽度
	{
		return StateWidth;
	}
	const int GameState::GetHeight()//获取地图高度
	{
		return StateHeight;
	}
	void GameState::GetFileLevel(int LevelId)//获取本地文件的关卡
	{
		if (LevelId > 4 || LevelId < 0)
			return;
		Status Temp;
		fin.open(GetFileName(LevelId));
		fin >> LocalLevel[LevelId].LevelName >> LocalLevel[LevelId].Width >> LocalLevel[LevelId].Height;
		InitState(LocalLevel[LevelId].Width, LocalLevel[LevelId].Height);
		for (int i = 0; i < LocalLevel[LevelId].Height; i++)
		{
			for (int j = 0; j < LocalLevel[LevelId].Width; j++)
			{
				fin >> SingleState;
				switch (SingleState)
				{
				case 'H':Temp = Status::Status_Block; break;
				case 'G':Temp = Status::Status_Ground; break;
				case 'D':Temp = Status::Status_Object; break;
				case '+':Temp = Status::Status_Target; break;
				case '>':Temp = Status::Status_Player; PlayerX = i; PlayerY = j; break;
				case '<':Temp = Status::Status_Player_On_Target; PlayerX = i; PlayerY = j; break;
				case '=':Temp = Status::Status_Object_On_Target; break;
				case '\n':Temp = Status::Status_Unknown; break;
				case 'X':return; break;
				}
				if (Temp != Status::Status_Unknown)
				{
					GameStates[i * LocalLevel[LevelId].Width + j] = Temp;
				}
			}
		}
		fin.close();
	}
	const char* GameState::GetFileName(int LevelId)//获取关卡的文件名称
	{
		if (LevelId > 4 || LevelId < 0)
			return "Error";
		return Levels[LevelId];
	}
	void GameState::DefaultLevel()//在本地生成默认关卡
	{
		for (int i = 0; i < 5; i++)
			remove(Levels[i]);
		fout.open(Levels[0]);
		fout << "Level_1 8 8 HHHHHHHHHHH+HHHHHHHGHHHHHHHDGD+HH+GD>HHHHHHHDHHHHHHH+HHHHHHHHHHHX";
		fout.close();
		fout.open(Levels[1]);
		fout << "Level_2 9 9 HHHHHHHHHH>GGHHHHHHGDDHHHHHHGDGHHH+HHHHGHHH+HHHHGGGG+HHHGGGHGGHHHGGGHHHHHHHHHHHHHX";
		fout.close();
		fout.open(Levels[2]);
		fout << "Level_3 10 7 HHHHHHHHHHHHGGGGGHHHHHDHHHGGGHHGG>DGGDGHHG++HGDGHHHH++HGGGHHHHHHHHHHHHX";
		fout.close();
		fout.open(Levels[3]);
		fout << "Level_4 6 8 HHHHHHHHGGHHH>DGHHHHDGHHHHGDGHH+DGGHH++=+HHHHHHHX";
		fout.close();
		fout.open(Levels[4]);
		fout << "Level_5 8 8 HHHHHHHHHHGGHHHHHH>DGGHHHHHGHGHHH+HGHGGHH+DGGHGHH+GGGDGHHHHHHHHHX";
		fout.close();
	}
	void GameState::MovePlayer(int MoveS)//移动玩家,MovesS:1为左,2为右,3为上,4为下
	{
		switch (MoveS)
		{
		case 1:MoveX = -1; MoveY = 0; MoveXP = -2; MoveYP = 0; break;
		case 2:MoveX = 1; MoveY = 0; MoveXP = 2; MoveYP = 0; break;
		case 3:MoveX = 0; MoveY = -1; MoveXP = 0; MoveYP = -2; break;
		case 4:MoveX = 0; MoveY = 1; MoveXP = 0; MoveYP = 2; break;
		}
		if (GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] == Status::Status_Ground)//下一格为空地的情况
		{
			GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] = Status::Status_Player;//在下一格为空地的情况下,设置下一位为玩家
			GameStates[PlayerX * StateWidth + PlayerY] = GameStates[PlayerX * StateWidth + PlayerY] == Status::Status_Player ? Status::Status_Ground : Status::Status_Target;//还原移动前的位置
			PlayerX += MoveX;
			PlayerY += MoveY;
		}
		else if (GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] == Status::Status_Object)//下一格为箱子的情况
		{
			if (GameStates[(PlayerX + MoveXP) * StateWidth + PlayerY + MoveYP] == Status::Status_Ground)//下下格为空地的情况
			{
				GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] = Status::Status_Player;//在下一格为箱子,下下格为空地的情况下,设置下一格为玩家
				GameStates[PlayerX * StateWidth + PlayerY] = GameStates[PlayerX * StateWidth + PlayerY] == Status::Status_Player ? Status::Status_Ground : Status::Status_Target;//还原移动前的位置
				GameStates[(PlayerX + MoveXP) * StateWidth + PlayerY + MoveYP] = Status::Status_Object;//在下一格为箱子,下下格为空地的情况下,设置下下格为箱子
				PlayerX += MoveX;
				PlayerY += MoveY;
			}
			else if (GameStates[(PlayerX + MoveXP) * StateWidth + PlayerY + MoveYP] == Status::Status_Target)//下下格为目标的情况
			{
				GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] = Status::Status_Player;//在下一格为箱子,下下格为目标的情况下,设置下一格为玩家
				GameStates[PlayerX * StateWidth + PlayerY] = GameStates[PlayerX * StateWidth + PlayerY] == Status::Status_Player ? Status::Status_Ground : Status::Status_Target;//还原移动前的位置
				GameStates[(PlayerX + MoveXP) * StateWidth + PlayerY + MoveYP] = Status::Status_Object_On_Target;//在下一格为箱子,下下格为空地的情况下,设置下下格为目标上的箱子
				PlayerX += MoveX;
				PlayerY += MoveY;
			}
		}
		else if (GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] == Status::Status_Object_On_Target)//下一格为目标上的箱子的情况
		{
			if (GameStates[(PlayerX + MoveXP) * StateWidth + PlayerY + MoveYP] == Status::Status_Ground)//下下格为空地的情况
			{
				GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] = Status::Status_Player_On_Target;//在下一格为目标上的箱子,下下格为空地的情况下,设置下一格为目标上的玩家
				GameStates[PlayerX * StateWidth + PlayerY] = GameStates[PlayerX * StateWidth + PlayerY] == Status::Status_Player ? Status::Status_Ground : Status::Status_Target;//还原移动前的位置
				GameStates[(PlayerX + MoveXP) * StateWidth + PlayerY + MoveYP] = Status::Status_Object;//在下一格为目标上的箱子,下下格为空地的情况下,设置下下格为箱子
				PlayerX += MoveX;
				PlayerY += MoveY;
			}
			else if (GameStates[(PlayerX + MoveXP) * StateWidth + PlayerY + MoveYP] == Status::Status_Target)//下下格为目标的情况
			{
				GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] = Status::Status_Player_On_Target;//在下一格为目标上的箱子,下下格为目标的情况下,设置下一格为目标上的玩家
				GameStates[PlayerX * StateWidth + PlayerY] = GameStates[PlayerX * StateWidth + PlayerY] == Status::Status_Player ? Status::Status_Ground : Status::Status_Target;//还原移动前的位置
				GameStates[(PlayerX + MoveXP) * StateWidth + PlayerY + MoveYP] = Status::Status_Object_On_Target;//在下一格为目标上的箱子,下下格为目标的情况下,设置下下格为目标上的箱子
				PlayerX += MoveX;
				PlayerY += MoveY;
			}
		}
		else if (GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] == Status::Status_Target)//下一格为目标的情况
		{
			GameStates[(PlayerX + MoveX) * StateWidth + PlayerY + MoveY] = Status::Status_Player_On_Target;//在下一格为目标的情况下,设置下一位为目标上的玩家
			GameStates[PlayerX * StateWidth + PlayerY] = GameStates[PlayerX * StateWidth + PlayerY] == Status::Status_Player ? Status::Status_Ground : Status::Status_Target;//还原移动前的位置
			PlayerX += MoveX;
			PlayerY += MoveY;
		}
	}
	Level GameState::GetState(int LevelId)//返回基础地图信息
	{
		return LocalLevel[LevelId];
	}
	Status* GameState::GetGameStates()//返回地图信息
	{
		return GameStates;
	}
	void GameState::InsertAction(char Keys)//输入控制
	{
		switch (Keys)
		{
		case 'w':case 'W':case 72:
			MovePlayer(1); break;
		case 's':case 'S':case 80:
			MovePlayer(2); break;
		case 'a':case 'A':case 75:
			MovePlayer(3); break;
		case 'd':case 'D':case 77:
			MovePlayer(4); break;
		}
	}
	bool GameState::CheckLevel()//判断是否通关
	{
		for (int i = 0; i < StateWidth * StateHeight; i++)
		{
			if (GameStates[i] == Status::Status_Object)
				return false;
		}
		return true;
	}
}
#endif

TANXL_CONSOLE_LIST.h

//TANXL_CONSOLE_LIST.H(ICUF_HEAD_07.H)

#ifndef TANXL_CONSOLE_LIST
#define TANXL_CONSOLE_LIST
#ifndef TANXL_LIST//检查是否使用了其他版本的TANXL_CONSOLE_LIST
#define TANXL_LIST 1
#define LIST 1
#else
#define LIST 0
#endif
#endif
#if LIST
#ifndef IOSTREAM//检查是否已经包含IOSTREAM
#define IOSTREAM
#include <iostream>
#endif
#ifndef STRING//检查是否已经包含STRING
#define STRING
#include <string>
#endif
#ifndef CONIO_H//检查是否已经包含CONIO_H
#define CONIO_H
#include <conio.h>
#endif
#ifndef IOMANIP//检查是否已经包含IOMANIP
#define IOMANIP
#include <iomanip>
#endif
namespace CONSOLE_LIST
{
	const char* HeadFile = "HeadFile.txt";
	inline void Col(int ColN)//设置自定义行的背景颜色
	{
		if (ColN == 0)std::cout << "\033[0m";//清除颜色
		else
		{
			std::cout << "\033[4;1;7m";
			if (ColN == 1)std::cout << "\033[31m";//背景红色
			else if (ColN == 2)std::cout << "\033[32m";//背景绿色
			else if (ColN == 3)std::cout << "\033[33m";//背景黄色
			else if (ColN == 4)std::cout << "\033[34m";//背景蓝色
			else if (ColN == 5)std::cout << "\033[35m";//背景紫色
			else if (ColN == 6)std::cout << "\033[36m";//背景淡蓝
			else if (ColN == 7)std::cout << "\033[37m";//背景白色
			else if (ColN == 8)Col((rand() % 6) + 1);//随机颜色(1-7)
			else if (ColN == 10)std::cout << "\033[40m";//字体黑色
			else if (ColN == 11)std::cout << "\033[41m";//字体红色
			else if (ColN == 12)std::cout << "\033[42m";//字体绿色
			else if (ColN == 13)std::cout << "\033[43m";//字体黄色
			else if (ColN == 14)std::cout << "\033[44m";//字体蓝色
			else if (ColN == 15)std::cout << "\033[45m";//字体紫色
			else if (ColN == 16)std::cout << "\033[46m";//字体淡蓝
			else if (ColN == 17)std::cout << "\033[47m";//字体白色
			else if (ColN == 18)Col((rand() % 6) + 11);//随机颜色(11-17)
		}
	}
	typedef enum class Status
	{
		eMainList,
		eSonList
	}Status;
	typedef class MainList
	{
	public:
		void SetCol(int ColS, int ColU, int ColD = 7, int SonC = 6);//列表的背景颜色设置功能
		void SetFont(int ColS, int ColU, int ColD, int SonC);//列表的字体颜色设置功能
		void RecoverTimes();//复原被转移的Times值
		void ResetTimes();//将Times的值转移到TempTimes
		void InitList(int Start = 0);//列表初始化函数,默认初始化第一个选项为选定状态
		void Append(std::string FunctionName, int Times = 1);//List数组添加String成员
		void RemoveAll();//用于移除List数组中的所有String成员
		void SetLimit(int Max);//设置每页的最大显示数量,超出范围则默认为9
		void DisplayList(MainList List);//能够访问私有变量的子列表输出器
		void SetListName(std::string Name);//设置列表的名称
		void ShowTitle();//展示标题,标题背景色采用DefaultCol
		void SetTitle(std::string Temp);//设置标题内容
		void SetStatus(Status Sta);//设置页面级别
		void SetSpace(int Left = 23, int Right = 17, int Title = 33);//设置空格数
		int InsertAction();//输入控制(针对WASD、ZXC、↑↓←→以及数字1到9作出反应)
		int DisplayList(int LStart = 0, int LEnd = 9, int Switch = 0, int Return = 0);//显示列表,两个默认参数表示显示的开始行和结束行
		int DisplayListS(int LStart = 0, int LEnd = 9, int Return = 0);//子列表输出函数
		int CheckCurrent();//找到当前指向的选项  当找不到时返回-1
		int GetLimit();//获取每页的最大显示数量
		int GetPages();//获取总页面数
		int GetSonLists();//获取子页面选项数量
		int GetTimes();//获取页面执行次数的值
		int GetTimeS();//获取页面执行次数的值并在获取后加一
		int GetTempTimes();//获取页面执行次数的临时值
		Status GetStatus();//获取页面级别
		std::string GetListName();//获取列表的名称
	private:
		void MoveUp();//选项上移
		void MoveDown();//选项下移
		int Times{};//用于计算某一函数的执行次数,同时用于限定某些代码只执行一次
		int TempTimes{};//临时存放Times的值
		int Page{ 1 };//当前指向的页面
		int Pages{ 1 };//总页面数量
		int LimitEachPage{ 9 };//页面选项上限
		int SonLists{ 0 };//表示类中含有的字符串数量
		int ListStatus[50]{ -1 };//存放选项状态
		int SonCol{ 6 };//子列表背景颜色
		int SelectedCol{ 7 };//选中的背景颜色
		int UnSelectedCol{ 1 };//未选中的背景颜色
		int DefaultCol{ 1 };//标题背景颜色
		int SonFont{ 10 };//子列表字体颜色
		int SelectedFont{ 10 };//选中的字体颜色
		int UnSelectedFont{ 10 };//未选中的字体颜色
		int DefaultFont{ 10 };//标题字体颜色
		int WidthL{ 23 }, WidthR{ 17 }, WidthT{ 33 };//选项和标题的空格数
		Status Stat{ Status::eSonList };//页面级别
		std::string ListName;//列表的名称
		std::string List[50]{};//存放选项名称
		std::string Title{ "欢迎使用TANXL_CONSOLE_LIST  WiChG_Trade" };//默认标题字符
	}MainList;
	inline void Free(MainList* Fun)//释放指针
	{
		delete Fun;
		Fun = NULL;
	}
	void MainList::SetCol(int ColS, int ColU, int ColD, int SonC)//列表的背景颜色设置功能
	{
		this->SelectedCol = ColS;//选中物品栏的颜色
		this->UnSelectedCol = ColU;//未选中的其他物品颜色
		this->DefaultCol = ColD;//默认主题颜色
		this->SonCol = SonC;//默认子列表颜色
	}
	void MainList::SetFont(int ColS, int ColU, int ColD, int SonC)//列表的字体颜色设置功能
	{
		this->SelectedFont = ColS;//选中物品栏的颜色
		this->UnSelectedFont = ColU;//未选中的其他物品颜色
		this->DefaultFont = ColD;//默认主题颜色
		this->SonFont = SonC;//默认子列表颜色
	}
	void MainList::RecoverTimes()//复原被转移的Times值
	{
		this->Times += ++this->TempTimes;
		this->TempTimes = 0;
	}
	void MainList::ResetTimes()//将Times的值转移到TempTimes
	{
		this->TempTimes += ++this->Times;
		this->Times = 0;
	}
	void MainList::InitList(int Start)//列表初始化函数,默认初始化第一个选项为选定状态
	{
		for (int i = 0; i < SonLists; i++)
		{
			ListStatus[i] = 0;
		}
		for (int i = SonLists; i < 50; i++)
		{
			ListStatus[i] = -1;
		}
		ListStatus[Start] = 1;
	}
	void MainList::DisplayList(MainList TempList)
	{
		int Start = (TempList.Page - 1) * TempList.LimitEachPage;
		int End = Start + TempList.LimitEachPage;
		int UnSeCol = TempList.SonCol;
		int UnSeFont = TempList.SonFont;
		for (int i = Start; i < End + (9 - TempList.LimitEachPage); i++)
		{
			if (TempList.ListStatus[i] != -1)
			{
				if (TempList.ListStatus[i] == 1)
				{
					Col(TempList.SelectedCol);
					Col(TempList.SelectedFont);
				}
				else
				{
					Col(UnSeCol);
					Col(UnSeFont);
				}
				std::cout << std::setw(WidthL) << TempList.List[i] << std::setw(WidthR) << " " << std::endl;
				Col(0);
			}
		}
		std::cout << std::endl;
	}
	int MainList::DisplayList(int LStart, int LEnd, int Switch, int Return)//显示列表 ICUF_H_06中添加两个默认参数,可用于显示指定行
	{
		int Start = (Page - 1) * LimitEachPage;
		int End = Start + LimitEachPage;
		int UnSeCol = UnSelectedCol;
		int UnSeFont = UnSelectedFont;
		int ReturnS{};
		if (Switch == 1)//Switch值为1时 显示此页面的各种基本信息
			std::cout << "FunId: " << CheckCurrent() << "  Limit: " << LimitEachPage << "  Page: " << Page << "  Start: " << Start << "  End: " << End << std::endl << std::endl;
		if (Switch == 2)//Switch值为2时 输出子页面的列表 且使用子页面的颜色
		{
			UnSeCol = SonCol;
			UnSeFont = SonFont;
		}
		for (int i = Start + LStart; i < End + (LEnd - LimitEachPage); i++)
		{
			if (ListStatus[i] != -1)
			{
				if (ListStatus[i] == 1)
				{
					Col(SelectedCol);
					Col(SelectedFont);
				}
				else
				{
					Col(UnSeCol);
					Col(UnSeFont);
				}
				std::cout << std::setw(WidthL) << List[i] << std::setw(WidthR) << " " << std::endl;
				if (Switch != 2)
					std::cout << std::endl;
				Col(0);
			}
		}
		if (Switch == 2)
			std::cout << std::endl;
		if (Return != 0)
			ReturnS = InsertAction();
		else
			return 0;
		return ReturnS;
	}
	int MainList::InsertAction()//输入控制
	{
		char Key;
		int Temp;
		Key = _getch();
		if (Key == 'c' || Key == 'C')//如果输入了大小写的C则返回上一级
			return 3;
		if (SonLists == 0)
			return 0;
		if ((int)(Key - 48) > 0 && (int)(Key - 48) <= 9)//判断是否是从零到九的数字
		{
			if ((int)(Key - 48) > SonLists)//如果是,且小于等于选项总数则直接指定这个选项
				InitList(SonLists - 1);
			else
				InitList((int)(Key - 48) - 1);//如果超出了最大值,则指向最大值
			return 4;
		}
		else if (Key == 'w' || Key == 'W' || Key == 72)//如果输入了大小写的W或者上箭头,则执行MoveUp函数
		{
			MoveUp();
			return 0;
		}
		else if (Key == 's' || Key == 'S' || Key == 80)//如果输入了大小写的S或者下箭头,则执行MoveDown函数
		{
			MoveDown();
			return 0;
		}
		else if (Key == 'a' || Key == 'A' || Key == 75)//如果输入了大小写的A或者左箭头,则执行向上翻页函数
		{
			if (Page == GetPages() && GetPages() == 1)
			{
				Temp = CheckCurrent();
				ListStatus[Temp] = 0;
				ListStatus[0] = 1;
			}
			else if (Page != 1)
			{
				Page--;
				Temp = CheckCurrent();
				ListStatus[Temp] = 0;
				ListStatus[Temp - LimitEachPage] = 1;
			}
			else
			{
				Page = GetPages();
				Temp = CheckCurrent();
				ListStatus[Temp] = 0;
				ListStatus[(Page - 1) * LimitEachPage] = 1;
			}
			return 0;
		}
		else if (Key == 'd' || Key == 'D' || Key == 77)//如果输入了大小写的D或者右箭头,则执行向下翻页函数
		{
			if (Page == GetPages() && GetPages() == 1)
			{
				Temp = CheckCurrent();
				ListStatus[Temp] = 0;
				ListStatus[SonLists - 1] = 1;
			}
			else if (Page != GetPages())
			{
				Page++;
				Temp = CheckCurrent();
				ListStatus[Temp] = 0;
				if (Temp + LimitEachPage >= SonLists - 1)
					ListStatus[SonLists - 1] = 1;
				else
					ListStatus[Temp + LimitEachPage] = 1;
			}
			else
			{
				Page = 1;
				Temp = CheckCurrent();
				ListStatus[Temp] = 0;
				ListStatus[Temp % LimitEachPage] = 1;
			}
			return 0;
		}
		else if (Key == 'z' || Key == 'Z')//保留原功能的情况下,预留两个用户自定义返回值
		{
			return 1;
		}
		else if (Key == 'x' || Key == 'X')
		{
			return 2;
		}
		else if (Key == '\r')//回车确认
			return 4;
		return 0;
	}
	int MainList::CheckCurrent()//找到当前指向的选项  当找不到时返回-1
	{
		for (int j = 0; j < SonLists; j++)
		{
			if (ListStatus[j] == 1)
				return j;
		}
		return -1;
	}
	void MainList::Append(std::string FunctionName, int Times)//List数组添加String成员
	{
		if (Times != 0)
			return;
		List[SonLists] = FunctionName;

		SonLists += 1;//成员计数器
	}
	void MainList::RemoveAll()//用于移除List数组中的所有String成员
	{
		for (int i = 0; i < 10; i++)
		{
			List[i] = {};
			SonLists = 0;
		}
	}
	void MainList::SetLimit(int Max)//设置每页的最大显示数量,超出范围则默认为9
	{
		LimitEachPage = (Max > 9 || Max <= 0) ? 9 : Max;
	}
	int MainList::GetPages()//获取总页面数
	{
		if (SonLists % LimitEachPage != 0)
			Pages = SonLists / LimitEachPage + 1;
		else
			Pages = SonLists / LimitEachPage;
		return Pages;
	}
	int MainList::GetLimit()//获取每页的最大显示数量
	{
		return LimitEachPage;
	}
	void MainList::MoveUp()//选项上移
	{
		int i = CheckCurrent();//找到当前指向的选项
		if (i == 0 && SonLists == 1)//如果只有一个选项则不变
			ListStatus[i] = 1;
		else if (i == 0 && SonLists != 1)//如果指向第一个且不止包含一个选项,则改为指向最下方的选项
		{
			ListStatus[i] = 0;
			Page = GetPages();
			ListStatus[SonLists - 1] = 1;
		}
		else if ((i + 1) % LimitEachPage == 1)//如果指向某一页面的第一项则翻页,并指向前一页的最后一项
		{
			if (Page != 1)
			{
				Page--;
				ListStatus[i] = 0;
				ListStatus[i - 1] = 1;
			}
			else
			{
				Page = GetPages();
				ListStatus[i] = 0;
				ListStatus[SonLists - 1] = 1;
			}
		}
		else//正常情况
		{
			ListStatus[i] = 0;
			ListStatus[i - 1] = 1;
		}
	}
	void MainList::MoveDown()//选项下移
	{
		int i = CheckCurrent();//找到当前指向的选项
		if (i == 0 && SonLists == 1)//如果只有一个选项则不变
			ListStatus[i] = 1;
		else if (i != 0 && i == SonLists - 1)//如果指向最后一个且不止包含一个选项,则改为指向最上方的选项
		{
			ListStatus[SonLists - 1] = 0;
			Page = 1;
			ListStatus[0] = 1;
		}
		else if ((i + 1) % LimitEachPage == 0)//如果指向某一页面的最后一项则翻页,并指向下一页的第一项
		{
			if (Page != GetPages())
			{
				Page++;
				ListStatus[i] = 0;
				ListStatus[i + 1] = 1;
			}
			else
			{
				Page = 1;
				ListStatus[i] = 0;
				ListStatus[0] = 1;
			}
		}
		else//正常情况
		{
			ListStatus[i] = 0;
			ListStatus[i + 1] = 1;
		}
	}
	void MainList::SetListName(std::string Name)
	{
		this->ListName = Name;
	}
	std::string MainList::GetListName()
	{
		return this->ListName;
	}
	void MainList::SetTitle(std::string Temp)
	{
		Title = Temp;
	}
	void MainList::ShowTitle()
	{
		Col(DefaultCol); Col(DefaultFont);
		std::cout << std::endl << std::endl << std::endl << std::endl;
		std::cout << std::setw(WidthL) << " " << std::setw(WidthT) << Title << std::setw(WidthR) << " " << std::endl << std::endl; Col(0);
	}
	int MainList::DisplayListS(int LStart, int LEnd, int Return)//显示列表 ICUF_H_06中添加两个默认参数,可用于显示指定行
	{
		int Start = (Page - 1) * LimitEachPage;
		int End = Start + LimitEachPage;
		int ReturnS{};
		for (int i = Start + LStart; i < End + (LEnd - LimitEachPage); i++)
		{
			if (ListStatus[i] != -1)
			{
				if (ListStatus[i] == 1)
				{
					Col(SelectedCol);
					Col(SelectedFont);
				}
				else
				{
					Col(SonCol);
					Col(SonFont);
				}
				std::cout << std::setw(WidthL) << List[i] << std::setw(WidthR) << " " << std::endl;
				Col(0);
			}
		}
		std::cout << std::endl;
		if (Return != 0)
			ReturnS = InsertAction();
		else
			return 0;
		return ReturnS;
	}
	int MainList::GetSonLists()
	{
		return SonLists;
	}
	int MainList::GetTimes()
	{
		return Times;
	}
	int MainList::GetTimeS()
	{
		return Times++;
	}
	int MainList::GetTempTimes()
	{
		return TempTimes;
	}
	void MainList::SetStatus(Status Sta)
	{
		Stat = Sta;
	}
	Status MainList::GetStatus()
	{
		return Stat;
	}
	void MainList::SetSpace(int Left, int Right, int Title)
	{
		WidthL = Left;
		WidthR = Right;
		WidthT = Title;
	}
}
#endif

GAME.cpp

#include"TANXL_GAME_STATE.h"
#include"TANXL_CONSOLE_LIST.h"
#ifndef IOSTREAM
#define IOSTREAM
#include<iostream>
#endif
#ifndef CONIO_H
#define CONIO_H
#include <conio.h>
#endif
void Game(int X);
void Title();
using namespace std;
CONSOLE_LIST::MainList MainPage;
GAME_STATE::GameState TANXL_GAME;
int main(int T=1)
{
	if (T == 1)
		Title();
	TANXL_GAME.DefaultLevel();
	for (int i = 0; i < 5; i++)
	{
		if (TANXL_GAME.CheckFile(TANXL_GAME.GetFileName(i)))
			MainPage.Append(TANXL_GAME.GetFileName(i), MainPage.GetTimes());
	}
	MainPage.SetTitle("欢迎来到C++控制台推箱子  WiChG_Game");
	MainPage.GetTimeS();
	MainPage.InitList();
	MainPage.SetCol(4, 6, 4);
	MainPage.SetFont(15, 16, 15, 15);
	int Level{};
	while (1)
	{
		system("cls");
		MainPage.ShowTitle();
		int i = MainPage.DisplayList(0, 9, 0, 1);
		if (i == 4)
		{
			Level = MainPage.CheckCurrent();
			Game(Level);
		}
		TANXL_GAME.ClearState();
	}
	TANXL_GAME.ClearState();
	system("pause");
	return 0;
}
void Title()
{
	int a{ 1 }, b{ 2 };
	cout << endl << endl << endl << endl;
	CONSOLE_LIST::Col(a); cout << "        "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "        "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "        "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "            "; CONSOLE_LIST::Col(a); cout << "      "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "      "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "      "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "     " << endl; CONSOLE_LIST::Col(0);
	CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "   "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "                "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "     "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "     " << endl; CONSOLE_LIST::Col(0);
	CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "   "; CONSOLE_LIST::Col(a); cout << "        "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "            "; CONSOLE_LIST::Col(a); cout << "      "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "      "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "     " << endl; CONSOLE_LIST::Col(0);
	CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "   "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "            "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "     "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "  "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "     "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "     " << endl; CONSOLE_LIST::Col(0);
	CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "   "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "    "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "        "; CONSOLE_LIST::Col(b); cout << "      "; CONSOLE_LIST::Col(a); cout << "      "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "      "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "      "; CONSOLE_LIST::Col(b); cout << " "; CONSOLE_LIST::Col(a); cout << "  "; CONSOLE_LIST::Col(b); cout << "     " << endl; CONSOLE_LIST::Col(0);
	cout << endl << endl << endl << endl;
	CONSOLE_LIST::Col(a); cout << "                "; system("pause"); CONSOLE_LIST::Col(0);
}
void Game(int Level)
{
	while (1)
	{
		TANXL_GAME.GetFileLevel(Level);
		while (!TANXL_GAME.CheckLevel())
		{
			system("cls");
			cout << endl << endl << endl << endl;
			for (int i = 0; i < TANXL_GAME.GetState(Level).Height; i++)
			{
				cout << "                ";
				for (int j = 0; j < TANXL_GAME.GetState(Level).Width; j++)
				{
					if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 0)
						CONSOLE_LIST::Col(1);
					else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 1)
						CONSOLE_LIST::Col(2);
					else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 2)
						CONSOLE_LIST::Col(3);
					else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 3)
						CONSOLE_LIST::Col(4);
					else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 4)
						CONSOLE_LIST::Col(5);
					else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 5)
						CONSOLE_LIST::Col(6);
					else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 6)
						CONSOLE_LIST::Col(7);
					cout << "  ";
				}
				cout << endl;
				CONSOLE_LIST::Col(0);
			}
			char c = _getch();
			if (c == 'c' || c == 'C')
				main(0);
			TANXL_GAME.InsertAction(c);
		}
		system("cls");
		cout << endl << endl << endl << endl;
		for (int i = 0; i < TANXL_GAME.GetState(Level).Height; i++)
		{
			cout << "                ";
			for (int j = 0; j < TANXL_GAME.GetState(Level).Width; j++)
			{
				if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 0)
					CONSOLE_LIST::Col(1);
				else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 1)
					CONSOLE_LIST::Col(2);
				else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 2)
					CONSOLE_LIST::Col(3);
				else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 3)
					CONSOLE_LIST::Col(4);
				else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 4)
					CONSOLE_LIST::Col(5);
				else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 5)
					CONSOLE_LIST::Col(6);
				else if ((int)TANXL_GAME.GetGameStates()[i * TANXL_GAME.GetState(Level).Width + j] == 6)
					CONSOLE_LIST::Col(7);
				cout << "  ";
			}
			cout << endl;
			CONSOLE_LIST::Col(0);
		}
		cout << endl << endl << endl;
		cout << "                ";
		CONSOLE_LIST::Col(1); cout << "    恭喜过关   进入下一关? Y/N" << endl; CONSOLE_LIST::Col(0);
		char c = _getch();
		switch (c)
		{
		case 'y':case'Y':
			if (Level < 4)
			{
				Level++;
			}
			else Level = 0;
			continue;
		case 'n':case'N':
			Level = -1; main(0);
		}
		if (Level == -1)
			main(0);
	}
}

Version 2 使用类库给游戏添加图形

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