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C++實(shí)現(xiàn)簡單貪吃蛇游戲

發(fā)布時(shí)間:2020-10-04 00:18:27 來源:腳本之家 閱讀:297 作者:Johnny_Law 欄目:編程語言

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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