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使用C++編寫簡單的迷宮遊戲

迷宮遊戲就是玩家在地圖中移動,移動至終點則遊戲結束。

自己用文本文檔手打了個小地圖,0表示空白,1表示牆,檔案名随意,我改成了map.MapData。然後程式裡定義一個全局變量char Map[MapLenX][MapLenY];(長寬自定義)行為X,列為Y。定義char型常量RoadSymbol = '0', WallSymbol = '1', PlayerSymbol = '+'。

本遊戲為面向對象編寫的,是以就要設計一個類。資料需要一個坐标和一個bool型儲存是否到達終點。是以自定義了個結構體儲存坐标

struct point {
    int x, y;
};
           

還需要構造函數,析構函數,然後寫個移動的函數PlayerMove(),再寫個判斷是否到達終點的函數CheckIfWin()。每走完一步就要重新整理螢幕,是以還需要寫個函數Refresh(),然後PlayerActor類就完成了。

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

構造函數析構函數先不着急, 先定義一下PlayerMove()。思路是先判斷是否可移動。若能,目前位置的地圖示記設為RoadSymbol, 移動即更新坐标,新坐标位置在地圖上标記為PlayerSymbol, 重新整理畫面,判斷輸赢。Refresh()思路為先用system("cls")清屏,然後逐行列印。若地圖上某點為RoadSymbol輸出空格, WallSymbol輸出'*', PlayerSymbol輸出'+'。

     接下來定義玩家起始位置和終點PlayerStart和PlayerEnd并初始化。main函數大體流程如下:讀入地圖,執行個體化PlayerActor,當!m_IfWin時接收鍵盤按鍵來移動,當m_IfWIn時彈出提示框并結束。是以還需要一個全局函數PlayerControl來接收按鍵并調用PlayerMove()。

        至此,構造函數的流程也明确了。初始化m_IfWin和m_Location,在地圖上表明玩家位置和重點位置,重新整理螢幕,沒了。然後再把能定義為常量的都定位常量,修改一下細節,就能得到一個簡陋的走迷宮遊戲了。

#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;
}
           

地圖map.MapData:

1111111111
1000000001
1011111111
1010000001
1011111101
1000000101
1111110101
1000010101
1011110101
1000000001
1111111111
           

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