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迷宫android游戏代码,C++打造迷宫游戏,直接上代码

發布時間:2025/3/20 c/c++ 35 豆豆
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//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");

}

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