【C++知识点】结构体、构造函数

构造函数(推箱子)

// 推箱子(构造函数).cpp : 定义控制台应用程序的入口点。
//

#include "stdafx.h"
#include <windows.h>
#include <iostream>

using namespace std;
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code)&0x8000?1:0

//使用枚举来控制箭头移动与菜单切换
//枚举和结构体可以放在main函数外
enum{
	E_MENU_START,
	E_MENU_SETTING,
	E_MENU_EXIT
};

enum{
	E_GAME_MENU,
	E_GAME_MAP,
	E_GAME_SETTING
};


//定义玩家的结构体
struct  SPlayer
{
	//定义结构体属性成员变量)
	int nRow;
	int nCol;
	int nRowBk;
	int nColBk;

	//用构造函数初始化对象
	SPlayer(int nInRow,int nInCol) //用于初始化,传入两个参数(行、列)
	{
		nRow = nInRow;
		nCol = nInCol;
		nRowBk = nInRow;
		nColBk = nInCol;
	}

	//用函数重写备份坐标的方法
	void backup()
	{
		nRowBk = nRow;
		nColBk = nCol;
	}

	void revert()
	{
		nRow = nRowBk;
		nCol = nColBk;
	}
};


struct SBox
{
	int nBoxRow;
	int nBoxCol;
	int nBoxRowBk;
	int nBoxColBk;

	SBox(int nInBoxRow, int nInBoxCol)
	{
		nBoxRow = nInBoxRow;
		nBoxCol = nInBoxCol;
		nBoxRowBk = nInBoxRow;
		nBoxColBk = nInBoxCol;
	}

	void backup()
	{
		nBoxColBk = nBoxRow;
		nBoxColBk = nBoxCol;
	}

	void revert()
	{
		nBoxRow = nBoxRowBk;
		nBoxCol = nBoxColBk;
	}

};


struct SGoal
{
	int nGoalRow;
	int nGoalCol;

	SGoal(int nInGoalRow, int nInGoalCol)
	{
		nGoalRow = nInGoalRow;
		nGoalCol = nInGoalCol;
	}

};



int _tmain(int argc, _TCHAR* argv[])
{

	int arrMap[15][20] = {
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
		{ 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
	};

	//定义应放在main函数中

	//玩家的定义
	//SPlayer player;

	//玩家对象属性的访问:对象名.属性名
	/*
	player.nRow = 7;//定义玩家的行
	player.nCol = 10;//定义玩家的列
	player.nRowBk = 0;
	player.nColBk = 0;
	*/

	//对象的定义,可以同时访问属性
	SPlayer player(7, 10);
	// 	SPlayer player1(8, 9);
	// 	SPlayer player2(8, 9);


	//定义箱子
	//因为箱子的数量有多个,定义为数组
	/*
	SBox arrBox[3];
	for (int k = 0; k < 3; k++)
	{
	arrBox[k].nBoxRow = 7;
	arrBox[k].nBoxCol = 7 + k;//不能是arrBox[k].nBoxCol += 7;因为它是一个未定值
	}
	*/

	//数组的定义:数组类型+数组名称[个数]
	SBox arrBox[3] = { SBox(7,7), SBox(7, 8), SBox(7, 9) };

	//定义坑
	/*
	SGoal arrGoal[3];
	for (int k = 0; k < 3; k++)
	{
	arrGoal[k].nGoalRow = 5;
	arrGoal[k].nGoalCol = 5 + k;//不能是arrBox[k].nBoxCol += 7;因为它是一个未定值
	}
	*/
	SGoal arrGoal[3] = { SGoal(12, 10), SGoal(12, 5), SGoal(12, 7) };



	int nMenuState = 0;//用于控制箭头
	int nGameState = 0;//用于切换菜单

	while (true)//用于进行循环刷新
	{

		//菜单界面
		if (E_GAME_MENU == nGameState)//如果界面的值为0,当前为菜单界面  
		{
			//把数据换成枚举值
			/*
			if (KEY_DOWN(VK_DOWN))//检测是否按下向下箭头
			{
			nMenuState++;//控制箭头的值增加1
			if (nMenuState > 2)//因为菜单一共只有三个选项,所以当控制箭头的数量大于2时,重新赋值为0,返回到箭头的初始位置
			{
			nMenuState = 0;
			}
			}
			*/
			
			if (KEY_DOWN(VK_DOWN))//检测是否按下向下箭头
			{
				nMenuState++;//控制箭头的值增加1
				if (nMenuState > E_MENU_EXIT)//因为菜单一共只有三个选项,所以当控制箭头的数量大于2时,重新赋值为0,返回到箭头的初始位置
				{
					nMenuState = E_MENU_START;
				}
			}


			else if (KEY_DOWN(VK_UP))//同上
			{
				nMenuState--;
				if (nMenuState < E_MENU_START)
				{
					nMenuState = E_MENU_EXIT;
				}
			}

			if (KEY_DOWN(VK_RETURN))//检测是否按下Enter键
			{
				if (E_MENU_START == nMenuState)//如果当前箭头位置为游戏开始
				{
					nGameState = E_GAME_MAP;//设置界面的值为1,从菜单界面切换为地图界面
				}
				else if (E_MENU_SETTING == nMenuState)//如果当前箭头位置为游戏设置
				{
					nGameState = E_GAME_SETTING;//设置界面的值为2,从菜单界面切换为游戏设置界面
				}
				else if (E_MENU_EXIT == nMenuState){
					nGameState = E_GAME_MENU;
				}
			}

			//画出菜单
			cout << "■■■■■■■■■■■■■■■■■■■■" << endl;//因为放在while(true)里面,所以这里会一直运行
			cout << "■■■■■■■■■■■■■■■■■■■■" << endl;

			if (0 == nMenuState)//画箭头位置
			{
				cout << "■■■        ->游戏开始          ■■■" << endl;
				cout << "■■■          游戏设置          ■■■" << endl;
				cout << "■■■          游戏退出          ■■■" << endl;
			}
			else if (1 == nMenuState)
			{
				cout << "■■■          游戏开始          ■■■" << endl;
				cout << "■■■        ->游戏设置          ■■■" << endl;
				cout << "■■■          游戏退出          ■■■" << endl;
			}
			else if (2 == nMenuState){
				cout << "■■■          游戏开始          ■■■" << endl;
				cout << "■■■          游戏设置          ■■■" << endl;
				cout << "■■■        ->游戏退出          ■■■" << endl;
			}
			cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
			cout << "■■■■■■■■■■■■■■■■■■■■" << endl;

		}




		//地图界面
		if (E_GAME_MAP == nGameState)
		{

			//在玩家移动前对坐标进行备份,把坐标赋给值的变量
			/*
			player.nRowBk = player.nRow;//nPlayerRow = 3; nPlayerCol = 3
			player.nColBk = player.nCol;
			*/
			//调用备份函数对玩家坐标进行备份
			player.backup(); 


			for (int k = 0; k < 3; k++)
			{
				/*
				arrBox[k].nBoxRowBk = arrBox[k].nBoxRow;
				arrBox[k].nBoxColBk = arrBox[k].nBoxCol;
				*/
				arrBox[k].backup();
			}

			if (KEY_DOWN(VK_SPACE))//按空格键
			{
				nGameState = E_GAME_MENU;//返回菜单界面
			}

			//数据更新,要在渲染的前面
			//设置按键让小人移动
			if (KEY_DOWN(VK_UP))
			{
				player.nRow--;//玩家向上移动,nPlayerRow = 2
			}
			else if (KEY_DOWN(VK_DOWN))
			{
				player.nRow++;
			}
			else if (KEY_DOWN(VK_LEFT))
			{
				player.nCol--;
			}
			else if (KEY_DOWN(VK_RIGHT))
			{
				player.nCol++;
			}

			//检测玩家是否撞墙
			if (1 == arrMap[player.nRow][player.nCol]) //当玩家的值为1
			{
				/*
				player.nRow = player.nRowBk;//把现在玩家的值赋值给之前的索引,nPlayerRow = 3,位置不变
				player.nCol = player.nColBk;
				*/
				player.revert();
			}


			//实现玩家推箱子
			for (int k = 0; k < 3; k++)
			{
				if (arrBox[k].nBoxRow == player.nRow && arrBox[k].nBoxCol == player.nCol)
				{
					arrBox[k].nBoxRow += (player.nRow - player.nRowBk);
					arrBox[k].nBoxCol += (player.nCol - player.nColBk);
				}
			}


			//检测箱子是否撞墙
			for (int k = 0; k < 3; k++)
			{
				if (1 == arrMap[arrBox[k].nBoxRow][arrBox[k].nBoxCol])
				{
					/*
					arrBox[k].nBoxRow = arrBox[k].nBoxRowBk;
					arrBox[k].nBoxCol = arrBox[k].nBoxColBk;
					player.nRow = player.nRowBk;
					player.nCol = player.nColBk;
					*/

					//箱子返回备份坐标
					arrBox[k].revert();
					//玩家返回备份坐标
					player.revert();
				}
			}


			//检测是否两个箱子相遇
			for (int k = 0; k < 3; k++)
			{
				for (int j = 0; j < 3; j++)
				{
					if (k != j)
					{
						if (arrBox[k].nBoxRow == arrBox[j].nBoxRow && arrBox[k].nBoxCol == arrBox[j].nBoxCol)
						{
							//箱子要返回备份坐标
							/*
							arrBox[k].nBoxRow = arrBox[k].nBoxRowBk;
							arrBox[k].nBoxCol = arrBox[k].nBoxColBk;
							arrBox[j].nBoxRow = arrBox[j].nBoxRowBk;
							arrBox[j].nBoxCol = arrBox[j].nBoxColBk;
							*/
							arrBox[k].revert();
							arrBox[j].revert();
							//玩家返回备份坐标
							/*
							player.nRow = player.nRowBk;
							player.nCol = player.nColBk;
							*/
							player.revert();
						}
					}
				}
			}


			//检测三个箱子都进洞
			//统计,用一个变量记录
			int nDrawEnd = 0;
			for (int k = 0; k < 3; k++)
			{
				for (int m = 0; m < 3; m++)
				{
					if (arrBox[k].nBoxRow == arrGoal[m].nGoalRow && arrBox[k].nBoxCol == arrGoal[m].nGoalCol)
					{
						nDrawEnd++;
						break;
					}
				}
			}

			//渲染
			//二维数组的遍历
			for (int i = 0; i < 15; i++) //行数为15
			{
				for (int j = 0; j < 20; j++)//列数为20
				{

					//else if中不能有for循环,但是又需要画多个箱子
					//用一个bool值判断是否画箱子
					bool bDrawBox = false;
					bool bDrawGoal = false;

					for (int k = 0; k < 3; k++)
					{
						if (i == arrBox[k].nBoxRow && j == arrBox[k].nBoxCol) //当箱子的行为当前的行,列为当前的列,画箱子
						{
							//由于这里不能直接画箱子,因为画箱子要放在else if的条件中,所以定义一个状态位,把状态位改为true
							bDrawBox = true;
							break;
						}
					}

					for (int m = 0; m < 3; m++)
					{
						if (i == arrGoal[m].nGoalRow && j == arrGoal[m].nGoalCol)
						{							
							bDrawGoal = true;
							break;
						}
					}

					//判断第i行第j列应该画什么
					if (1 == arrMap[i][j])//把数字为1的地方替换为■,作为墙壁
					{
						cout << "■";
					}
					else if (i == player.nRow && j == player.nCol)//如果当前的行为玩家的行,当前的列为玩家的列(当前的位置为玩家的位置)
					{
						cout << "人";
					}
					else if (bDrawBox)//状态位为true,执行画箱子的操作
					{
						cout << "箱";
					}
					else if (bDrawGoal)
					{
						cout << "洞";
					}
					else
					{
						cout << "  ";//数字为0的地方设为空格
					}

				}

				cout << endl;//换行,排列成二维数组的形状
			}

			//在二维数组外面画“游戏结束”
			if (nDrawEnd >= 3)
			{
				nGameState = 3;
				//cout << "游戏结束";
			}

		}


		//设置界面

		if (2 == nGameState)
		{
			if (KEY_DOWN(VK_SPACE))
			{
				nGameState = 0;
			}
			cout << "我是设置页面" << endl;
		}

		//退出界面
		else if (3 == nGameState)
		{
			cout << "我是退出页面" << endl;
			if (KEY_DOWN(VK_SPACE))
			{
				nGameState = 0;
			}
		}
		system("cls");

	}
	system("pause");
	return 0;
}

构造函数(贪吃蛇)

// 贪吃蛇(构造函数).cpp : 定义控制台应用程序的入口点。
//

#include "stdafx.h"
#include <windows.h>
#include <iostream>
#include <time.h>
#include <vector>
using namespace std;

#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code)&0x8000?1:0


int arrMap[15][15] = {
	{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
	{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
};


//控制方向的枚举值
enum
{
	E_DIR_NONE
};
int nDir = E_DIR_NONE;



//节点的结构体
struct SNode{
	int nNodeRow;
	int nNodeCol;
	int nNodeRowBk;
	int nNodeColBk;

	SNode()
	{
		nNodeRow = 0;
		nNodeCol = 0;
		nNodeRowBk = 0;
		nNodeColBk = 0;
	}

	SNode(int nInRow, int nInCol)
	{
		nNodeRow = nInRow;
		nNodeCol = nInCol;
		nNodeRowBk = nInRow;
		nNodeColBk = nInCol;
	}

	//节点的备份
	void backup()
	{
		nNodeRowBk = nNodeRow;
		nNodeColBk = nNodeCol;
	}
};


//蛇的结构体
struct SSnake
{
	int nRow;
	int nCol;
	int nSpeed;
	int nDir;

	//用于传入参数
	SSnake(int nInRow,int nInCol)
	{
		nRow = nInRow;
		nCol = nInCol;
	}

	//节点的容器
	vector<SNode> vecSnake;

	//速度的构造函数
	SSnake (int nInSpeed)
	{
		//初始化压蛇头
		vecSnake.push_back(SNode(5,5));
		nInSpeed = nInSpeed;
		nDir = 0;
	}

	//蛇头的备份
	void backupHead()
	{
		vecSnake[0].backup();
	}

	//移动
	void move()
	{
		if (nDir <= 3)
		{
			if (0 == nDir)
			{
				vecSnake[0].nNodeRow--;
			}
			else if (1 == nDir)
			{
				vecSnake[0].nNodeRow++;
			}
			else if (2 == nDir)
			{
				vecSnake[0].nNodeCol--;
			}
			else if (3 == nDir)
			{
				vecSnake[0].nNodeCol++;
			}

		}
	}

	//是否碰到蛇头,蛇吃食物
	bool isExistHead(int nInRow,int nInCol)
	{
		if (vecSnake[0].nNodeRow == nInRow && vecSnake[0].nNodeCol == nInCol)
		{
			return true;
		}
		return false;
	}

	//长身体
	void addBody()
	{
		vecSnake.push_back(SNode());
	}

	//跟随
	void follow()
	{
		for (int i = 1; i < vecSnake.size(); i++)
		{
			//备份当前这一节的坐标
			/*	vecSnake[i].nNodeRowBk = vecSnake[i].nNodeRow;
				vecSnake[i].nNodeColBk = vecSnake[i].nNodeCol;*/
			vecSnake[i].backup();
		}

		for (int i = 0; i < vecSnake.size() - 1; i++)
		{
			//把当前节的坐标给下一节
			vecSnake[i + 1].nNodeRow = vecSnake[i].nNodeRowBk;
			vecSnake[i + 1].nNodeCol = vecSnake[i].nNodeColBk;
		}
	}

	//渲染蛇
	bool isExist(int nRow,int nCol)
	{
		for (int k = 0; k < vecSnake.size(); k++)
		{
			if (nRow == vecSnake[k].nNodeRow && nCol == vecSnake[k].nNodeCol)
			{
				return true;
			}
		}
		return false;
	}

	//蛇头撞墙
	void isCrashWall()
	{
		if (1 == arrMap[vecSnake[0].nNodeRow][vecSnake[0].nNodeCol])
		{
			cout << "Game over!" << endl;
		}
	}

	//蛇头撞身体
	void isCrashSelf()
	{
		for (int i = 1; i < vecSnake.size(); i++)
		{
			if ((vecSnake[0].nNodeRow == vecSnake[i].nNodeRow) && (vecSnake[0].nNodeCol == vecSnake[i].nNodeCol))
			{
				cout << "Game over!" << endl;
			}
		}
	}
};


//食物的结构体
struct SFood{
	int nFoodRow;
	int nFoodCol;

	SFood(int nInFoodRow, int nInFoodCol)
	{
		nFoodRow = nInFoodRow;
		nFoodCol = nInFoodCol;
	}

	//食物随机生成
	void randPos()
	{
		/*sFood.nFoodRow = rand() % 13 + 1;
		sFood.nFoodCol = rand() % 13 + 1;*/
		nFoodRow = rand() % 13 + 1;
		nFoodCol = rand() % 13 + 1;
	}
};

//创建一个snake对象,给两次循环的速度
SSnake snake(2);
SFood sFood(5,6);

int _tmain(int argc, _TCHAR* argv[])
{

	//因为只压入了一个蛇头,所以此时的vecSnake[0]就是蛇头
	//初始化蛇头的方向
	/*vecSnake[0].nNodeRow = 5;
	vecSnake[0].nNodeCol = 5;
	vecSnake[0].nNodeRowBk = 0;
	vecSnake[0].nNodeColBk = 0;*/

	//定义蛇的长度变量
	//int nLen = 1;

	

	//随机种子初始化
	srand(time(nullptr));

	//初始化食物
	//SFood sFood;

	//数据更新,要在渲染的前面
	//刷新
	while (true)
	{
		//蛇头移动之前要进行坐标备份
		/*vecSnake[0].nNodeRowBk = vecSnake[0].nNodeRow;
		vecSnake[0].nNodeColBk = vecSnake[0].nNodeCol;*/
		snake.backupHead();

		//数据更新,要在渲染的前面
		//让蛇根据按键的方向一直动
		snake.move();

		//设置按键让贪吃蛇改变方向
		if (KEY_DOWN(VK_UP))
		{
			snake.nDir = 0;
		}
		else if (KEY_DOWN(VK_DOWN))
		{
			snake.nDir = 1;
		}
		else if (KEY_DOWN(VK_LEFT))
		{
			snake.nDir = 2;
		}
		else if (KEY_DOWN(VK_RIGHT))
		{
			snake.nDir = 3;
		}

		//随机生成食物
		//sFood.randPos();

		//蛇吃食物
		//if (vecSnake[0].nNodeRow == sFood.nFoodRow && vecSnake[0].nNodeCol == sFood.nFoodCol)
		if (snake.isExistHead(sFood.nFoodRow,sFood.nFoodCol))
		{
			//再次随机生成食物,让食物的位置变化
			/*sFood.nFoodRow = rand() % 13 + 1;
			sFood.nFoodCol = rand() % 13 + 1;*/
			sFood.randPos();

			//把身体压入容器中,这里要用到前面构造的一个无参的构造函数
			snake.addBody();
		}


		//身体跟随蛇头
		snake.follow();



		//检测蛇头是否幢墙
		snake.isCrashWall();


		//蛇头与蛇身的碰撞
		snake.isCrashSelf();

		//渲染
		for (int i = 0; i < 15; i++)
		{
			for (int j = 0; j < 15; j++)
			{

				if (1 == arrMap[i][j])
				{
					cout << "■";
				}
				else if (snake.isExist(i,j))
				{
					cout << "蛇";
				}
				else if (i == sFood.nFoodRow && j == sFood.nFoodCol)
				{
					cout << "肉";
				}
				else
				{
					cout << "  ";
				}
			}
			cout << endl;//数组换行输出
		}
		Sleep(60);
		system("cls");
	}


	system("pause");
	return 0;
}


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