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我大概在一個(gè)多月前把自己上學(xué)期寫的c代碼的貪吃蛇游戲push到csdn上,并且說c風(fēng)格的貪吃蛇寫起來有些麻煩(貪吃蛇游戲的c語言實(shí)現(xiàn)),準(zhǔn)備用面向?qū)ο蟮腸++再寫一遍。現(xiàn)在我們專業(yè)恰好剛教完了c++,學(xué)校也布置了一道簡單的貪吃蛇的編程題目,實(shí)現(xiàn)下來,的確覺得c++的思路清晰很多,所以再次把c++的代碼push上來,供大家對(duì)比參考:)
直接上代碼,c++把整個(gè)游戲拆分成幾個(gè)文件,分開上,有一定的c++基礎(chǔ)的同學(xué)應(yīng)該可以很容易看懂。
1、全局頭文件(global.hpp)
#ifndef _GLOBAL_H_ #define _GLOBAL_H_ #ifndef SYMBOLS #define HEAD '@' #define BODY 'X' #define EMPTY '+' #define FOOD '$' #endif // !SYMBOLS enum direction { up = 0, down = 1, left = 2, right = 4, freeze = 5 }; struct point { int x; int y; point(int x = 0, int y = 0) : x(x), y(y) {} point(const point& another) : x(another.x), y(another.y) {} point& operator=(const point& other) { x = other.x; y = other.y; return *this; } friend bool operator==(const point& point1, const point& point2) { return point1.x == point2.x && point1.y == point2.y; } point& move(direction d) { switch (d) { case up: x--; break; case down: x++; break; case left: y--; break; case right: y++; break; case freeze: default: break; } return *this; } }; #endif // !_GLOBAL_H_
2、snake類的聲明和實(shí)現(xiàn)(snake.hpp)
(為了簡化結(jié)構(gòu),把聲明和實(shí)現(xiàn)共同放在了hpp文件里,減少了一點(diǎn)封裝性,實(shí)際上應(yīng)該分開頭文件和實(shí)現(xiàn)文件好一點(diǎn))
此處使用了容器list作為蛇身(body)的表達(dá)形式,這樣可以非常方便地進(jìn)行表達(dá),讀者有興趣可以用數(shù)組實(shí)現(xiàn)一下,一不小心就會(huì)出現(xiàn)有趣的內(nèi)存錯(cuò)誤。。。
#ifndef _SNAKE_H_ #define _SNAKE_H_ #include <iostream> #include <list> #include "global.hpp" class snake { point head; std::list<point> body; public: snake(point initial_head); snake(); ~snake() {} point& getHead(); std::list<point>& getbody(); void grow(point); void setHead(point); }; snake::snake() { head.x = 0; head.y = 0; } snake::snake(point initial_head) { setHead(initial_head); } void snake::setHead(point _head) { head = _head; } void snake::grow(point second_node) { this -> body.push_front(second_node); } point& snake::getHead() { return head; } std::list<point>& snake::getbody() { return body; } #endif
3、map類的聲明和實(shí)現(xiàn)(map.hpp)
在這里,map中應(yīng)該包含一個(gè)snake類作為組合關(guān)系。
在組合關(guān)系里面,想要直接修改snake的各種參數(shù)是不可行的,所以在前面snake類的聲明里加上了諸如setHead(), getHead(), getbody() 這一類的函數(shù)。
#ifndef _MAP_H_ #define _MAP_H_ #include <iostream> #include "global.hpp" #include "snake.hpp" class map { private: char** _map; snake _snake; int height, width; std::list<point> foods; public: map(); map(point initial_size, point initial_head, std::list<point> initial_foods); ~map(); void move(direction d); void print(); bool isGameOver(); bool isEat();; void makemap(void); }; map::map() { _map = NULL; height = width = 0; } void map::makemap() { // 這個(gè)是用來更新地圖的 for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) _map[i][j] = 0; } for (std::list<point>::iterator i = foods.begin(); i != foods.end(); ++i) { _map[i->x][i->y] = FOOD; } _map[_snake.getHead().x][_snake.getHead().y] = HEAD; for (std::list<point>::iterator i = _snake.getbody().begin(); i != _snake.getbody().end(); ++i) { _map[i->x][i->y] = BODY; } for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { if (_map[i][j] == 0) _map[i][j] = EMPTY; } } } map::map(point initial_size, point initial_head, std::list<point> initial_foods) { height = initial_size.x; width = initial_size.y; _map = new char*[height]; for (int i = 0; i < height; i++) _map[i] = new char[width](); _snake.setHead(initial_head); foods = initial_foods; makemap(); } map::~map() { for (int i = 0; i < height; i++) { delete []_map[i]; } delete []_map; } void map::print() { for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { std::cout << _map[i][j]; } std::cout << std::endl; } std::cout << std::endl; } bool map::isGameOver() { point temp = _snake.getHead(); if (temp.x == height || temp.y == width || temp.x < 0 || temp.y < 0) return true; if (_map[temp.x][temp.y] == BODY) return true; return false; } bool map::isEat() { point temp = _snake.getHead(); if (temp.x == height || temp.y == width || temp.x < 0 || temp.y < 0) return false; if (_map[temp.x][temp.y] == FOOD) return true; else return false; } void map::move(direction d) { point temp_f = _snake.getHead(); if (!(_snake.getbody().empty())) { // 為了避免追尾問題 _map[_snake.getbody().back().x][_snake.getbody().back().y] = EMPTY; } _snake.getHead().move(d); if (_snake.getHead() == _snake.getbody().front()) { // 判斷蛇是否往回走 _snake.setHead(temp_f); _map[_snake.getbody().back().x][_snake.getbody().back().y] = BODY; return; } if (!isGameOver()) { if (isEat()) { point eaten = _snake.getHead(); foods.remove(eaten); _snake.grow(temp_f); } else { _snake.getbody().push_front(temp_f); _snake.getbody().pop_back(); } makemap(); } else { if (!(_snake.getbody().empty())) { _map[_snake.getbody().back().x][_snake.getbody().back().y] = BODY; } } } #endif
蛇移動(dòng)的算法是,頭先動(dòng),如果判斷可以走,則把頭原來的位置push_front到body的頭部,然后用pop_back把body的尾部抹去
(讀者不熟悉list容器的操作的話可以先去了解一下,很容易的:))
4、游戲運(yùn)行主文件(game.cpp)
#include "map.hpp" #include "global.hpp" #include <iostream> #include <list> #include <algorithm> using std::cin; using std::cout; using std::cerr; using std::endl; class InvalidInputException { public: InvalidInputException() { cerr << "Invalid input!" << endl; } }; class DuplicateInputException : public InvalidInputException { public: DuplicateInputException() { cerr << "Duplicate input!" << endl; } }; class GameUI { private: map* world; point initial_size; point initial_head; std::list<point> initial_foods; public: GameUI() { cout << "please input two positive integers indicates the map size!" << endl; cin >> initial_size.x >> initial_size.y; if (initial_size.x <= 5 || initial_size.y <= 5 || initial_size.x > 15 || initial_size.y > 15) { cout << "invalid input" << endl; throw InvalidInputException(); } cout << "please input two positive integers(range(0, size_x-1), " "range(0,size_y-1)) the initialize snake head position!" << endl; cin >> initial_head.x >> initial_head.y; if (initial_head.x >= initial_size.x || initial_head.x < 0 || initial_head.y >= initial_size.y || initial_head.y < 0) { cout << "invalid input" << endl; throw InvalidInputException(); } int food_num; cout << "please input how many food you will put and then input food " "position which is different form each other" << endl; cin >> food_num; if (food_num <= 0) { throw InvalidInputException(); } while (food_num > 0) { food_num--; point temp; cin >> temp.x >> temp.y; if (temp.x >= 0 && temp.x < initial_size.x && temp.y >= 0 && temp.y < initial_size.y && std::find(initial_foods.begin(), initial_foods.end(), temp) == initial_foods.end() && !(temp.x == initial_head.x && temp.y == initial_head.y)) { initial_foods.push_back(temp); } else { throw DuplicateInputException(); } } world = new map(initial_size, initial_head, initial_foods); } ~GameUI() { delete world; } void GameLoop() { world->print(); bool exit = false; while (true) { char operation = getInput(); switch (operation) { case 'w': case 'W': this->world->move(up); break; case 's': case 'S': this->world->move(down); break; case 'a': case 'A': this->world->move(left); break; case 'd': case 'D': this->world->move(right); break; case 'q': case 'Q': exit = true; break; default: this->world->move(freeze); } world->print(); if (world->isGameOver()) { cout << "Game Over!" << endl; break; } if (exit) { cout << "Bye!" << endl; break; } } } char getInput() { char temp; cin >> temp; return temp; } }; int main() { // 看,main函數(shù)只有這么短?。。。? GameUI greedySnake; greedySnake.GameLoop(); return 0; }
(事實(shí)上為了達(dá)到封裝性,gameUI的類也應(yīng)該分開來實(shí)現(xiàn)。)
5、小結(jié)
這個(gè)貪吃蛇還比較的低端,只能實(shí)現(xiàn)一鍵一步的行走方式,還沒有像我的c語言貪吃蛇那樣可以自己走,并且有AI模式。實(shí)現(xiàn)自己走要使用到windows的下的一個(gè)庫,實(shí)現(xiàn)起來還比較麻煩,可以參考我的c貪吃蛇。用c++重寫一遍貪吃蛇,主要作用是可以更加清楚地體會(huì)到類的封裝與使用。
以后如果有時(shí)間,筆者可能會(huì)為這個(gè)貪吃蛇寫下補(bǔ)丁什么的,體會(huì)一下c++的代碼重用和方便修改的特性,這是c語言所沒有的優(yōu)點(diǎn)。
Enjoy coding! :)
關(guān)于C++小游戲的更多精彩內(nèi)容請(qǐng)點(diǎn)擊專題: 《C++經(jīng)典小游戲》 學(xué)習(xí)了解
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