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迷宫android游戏代码,C++打造迷宫游戏,直接上代码

发布时间:2025/3/20 c/c++ 54 豆豆
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//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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