使用C++编写简单的迷宫游戏

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

struct point {
    int x, y;
};

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。

class PlayerActor {
public:
    point  m_Location;
    bool m_IfWin;
    PlayerActor();
    ~PlayerActor();
    void PlayerMove(int _Direc);
    void Refresh(void);
    void CheckIfWin(void);
};

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。

#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 PlayerActor {
public:
    point  m_Location;
    bool m_IfWin;
    PlayerActor();
    ~PlayerActor();
    void PlayerMove(int _Direc);
    void Refresh(void);
    void CheckIfWin(void);
};

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();
    return;
}

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();
    }
    return;
}

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");
    }
    return;
}

void PlayerActor::CheckIfWin(void) {
    if (this->m_Location.x == PlayerEnd.x && this->m_Location.y == PlayerEnd.y)
        m_IfWin = true;
    return;
}


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;
    }
    return;
}

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;
}

地图map.MapData:

1111111111
1000000001
1011111111
1010000001
1011111101
1000000101
1111110101
1000010101
1011110101
1000000001
1111111111

 

 

 

 

 

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