迷宫android游戏代码,C++打造迷宫游戏,直接上代码
//COORD
//在二维数组里,1代表墙,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(); //返回地图二维数组指针
const char m_cRoad; //常数据成员:路
void setExitPosition(int x,int y); //设置迷宫出口
COORD m_COORDExitPostion; //迷宫的出口
private:
const char m_cWall; //常数据成员:墙
int** m_pMap; //指向迷宫地图二维数组的二级指针
int m_iMapRow; //二维数组的行数
int m_iMapCol; //二维数组的列数
};
#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;
//为存储迷宫地图的二维数组动态分配内存空间
m_pMap=new int*[m_iMapRow]; //分配m_iMapRow个存储int类型指针的内存空间
for(int i=0; i < m_iMapRow; i++)
m_pMap[i]=new int[m_iMapCol]; //分配m_iMapCol个存储int类型的内存空间
//将二维数组迷宫地图的数据拷贝给二级指针
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]) //数组元素为1,则打印代表墙的字符
std::cout << m_cWall;
else //否则,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); //设置游戏角色位置
void setMap(MazeMap *map); //设置地图对象
bool walkUp(); //向上走
bool walkDown(); //向下走
bool walkLeft(); //向左走
bool walkRight(); //向右走
void moveForward(direction direct); //根据传入的方向让游戏角色前进一步
void start(); //游戏开始函数
private:
char m_cMan; //代表游戏角色的字符
char m_cManFace; //游戏角色的朝向
int m_iSteps; //记录游戏角色已经走的步数
COORD m_COORDManCurrentPosition; //游戏角色的当前位置
MazeMap *m_pMap; //地图对象
};
#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;
//获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;
//在指定坐标位置填充指定的字符,这里我们在游戏角色的当前位置填充代表游戏角色的字符,使游戏角色采出现
FillConsoleOutputCharacter(handle,m_cMan,1,m_COORDManCurrentPosition,&numWritten);
//参数说明:控制台屏幕缓冲区句柄,要向控制台缓冲区写入的字符;应写入的字符单元数;
//一个COORD结构,它指定字符的字符是要写的第一个单元格的坐标;
//指向接收的实际写入控制台屏幕缓冲区的字符数的变量的指针。
}
void MazeMan::moveForward(direction direct)
{
unsigned long numWritten;
//获取命令行窗口的窗口句柄
HANDLE handle=GetStdHandle(STD_OUTPUT_HANDLE);
//在指定坐标位置填充指定的字符,这里我们在游戏角色的当前位置填充空格,使游戏角色消失
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;
}
//游戏角色坐标更新,在新的坐标
FillConsoleOutputCharacter(handle,m_cMan,1,m_COORDManCurrentPosition,&numWritten);
//移动完成后跟新游戏角色的朝向
m_cManFace=direct;
}
/************************************************
*函数名称:walkUp()
*函数功能:向上走一步,若成
Main.cpp
#include "MazeMap.h"
#include "MazeMan.h"
#define MapRow 11 //迷宫地图的行数
#define MapCol 11 //迷宫地图的列数
int main()
{
//定义并初始化存储地图数据的二维数组
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}
};
//从堆中实例化地图对象
MazeMap *mm=new MazeMap();
mm->setMazeMap(&map[0][0],MapRow,MapCol);
mm->setExitPosition(10,1);
mm->pintMazeMap();
//从堆中实例化游戏角色对象
MazeMan *man=new MazeMan();
//设置角色起始位置
man->setPosition(0,9);
//设置游戏要走的地图
man->setMap(mm);
//用new的方式从堆中实例化的对象,使用完毕之后需要手动释放内存
man->start();
delete mm;
mm=NULL;
delete man;
man=NULL;
std::cout << "闯关成功!" << std::endl;
system("pause");
}
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