迷宫android游戏代码,C++打造迷宫游戏,直接上代码
//COORD
//在二維數組里,1代表墻,0代表路
#define WALL 1
#define ROAD 0
class MazeMap
{
public:
MazeMap(char wall='X');
~MazeMap();
void setMazeMap(int *mazemap, int row, int col);
void pintMazeMap();
int** getMap(); //返回地圖二維數組指針
const char m_cRoad; //常數據成員:路
void setExitPosition(int x,int y); //設置迷宮出口
COORD m_COORDExitPostion; //迷宮的出口
private:
const char m_cWall; //常數據成員:墻
int** m_pMap; //指向迷宮地圖二維數組的二級指針
int m_iMapRow; //二維數組的行數
int m_iMapCol; //二維數組的列數
};
#endif
#include "MazeMap.h"
MazeMap::MazeMap(char wall):m_cWall(wall),m_cRoad(' ')
{
m_pMap=NULL;
}
MazeMap::~MazeMap()
{
if(m_pMap)
{
for(int i=0; i < m_iMapRow; i++)
{
delete m_pMap[i];
m_pMap[i]=NULL;
}
delete m_pMap;
}
}
void MazeMap::setMazeMap(int *mazemap, int row, int col)
{
m_iMapRow=row;
m_iMapCol=col;
//為存儲迷宮地圖的二維數組動態分配內存空間
m_pMap=new int*[m_iMapRow]; //分配m_iMapRow個存儲int類型指針的內存空間
for(int i=0; i < m_iMapRow; i++)
m_pMap[i]=new int[m_iMapCol]; //分配m_iMapCol個存儲int類型的內存空間
//將二維數組迷宮地圖的數據拷貝給二級指針
for(int i=0; i < m_iMapRow; i++)
{
for(int j=0; j < m_iMapCol; j++)
{
m_pMap[i][j]=*mazemap;
mazemap++;
}
}
}
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;
}
}
int** MazeMap::getMap()
{
return m_pMap;
}
void MazeMap::setExitPosition(int x
MazeMan.h
#ifndef MAZEMAN_H
#define MAZEMAN_H
#include #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); //設置游戲角色位置
void setMap(MazeMap *map); //設置地圖對象
bool walkUp(); //向上走
bool walkDown(); //向下走
bool walkLeft(); //向左走
bool walkRight(); //向右走
void moveForward(direction direct); //根據傳入的方向讓游戲角色前進一步
void start(); //游戲開始函數
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; //記錄游戲角色已經走的步數
COORD m_COORDManCurrentPosition; //游戲角色的當前位置
MazeMap *m_pMap; //地圖對象
};
#endif
MazeMan.cpp
#include "MazeMan.h"
MazeMan::MazeMan(char man,char manface)
{
m_cMan=man;
m_cManFace=manface;
m_iSteps=0;
}
void MazeMan::setMap(MazeMap *map)
{
m_pMap=map;
}
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;
//在指定坐標位置填充指定的字符,這里我們在游戲角色的當前位置填充代表游戲角色的字符,使游戲角色采出現
FillConsoleOutputCharacter(handle,m_cMan,1,m_COORDManCurrentPosition,&numWritten);
//參數說明:控制臺屏幕緩沖區句柄,要向控制臺緩沖區寫入的字符;應寫入的字符單元數;
//一個COORD結構,它指定字符的字符是要寫的第一個單元格的坐標;
//指向接收的實際寫入控制臺屏幕緩沖區的字符數的變量的指針。
}
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);
//在指定坐標位置填充指定的字符,這里我們在游戲角色的當前位置填充空格,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;
}
//游戲角色坐標更新,在新的坐標
FillConsoleOutputCharacter(handle,m_cMan,1,m_COORDManCurrentPosition,&numWritten);
//移動完成后跟新游戲角色的朝向
m_cManFace=direct;
}
/************************************************
*函數名稱:walkUp()
*函數功能:向上走一步,若成
Main.cpp
#include "MazeMap.h"
#include "MazeMan.h"
#define MapRow 11 //迷宮地圖的行數
#define MapCol 11 //迷宮地圖的列數
int main()
{
//定義并初始化存儲地圖數據的二維數組
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}
};
//從堆中實例化地圖對象
MazeMap *mm=new MazeMap();
mm->setMazeMap(&map[0][0],MapRow,MapCol);
mm->setExitPosition(10,1);
mm->pintMazeMap();
//從堆中實例化游戲角色對象
MazeMan *man=new MazeMan();
//設置角色起始位置
man->setPosition(0,9);
//設置游戲要走的地圖
man->setMap(mm);
//用new的方式從堆中實例化的對象,使用完畢之后需要手動釋放內存
man->start();
delete mm;
mm=NULL;
delete man;
man=NULL;
std::cout << "闖關成功!" << std::endl;
system("pause");
}
C/C++
C/C++
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