C++实现控制台随机迷宫的示例代码

我全程使用TCHAR系列函数,亲测可以不改动代码兼容Unicode/ANSI开发环境,功能正常。大概有100行代码是来自网络的,我也做了改动,侵权请联系删除。

这个代码不能算是完美,还是会有轻微的闪屏现象,懒得再加双缓存了,大家可以自行修改。这里用的是SetConsoleCursorPosition函数和cls刷新屏幕。

好了,上代码!VS2015编译通过无警告。其他版本应该也没问题

// C++ Maze main code

// Copyright (c) 2020 szx0427

#include <cstdio>

#include <Windows.h>

#include <conio.h>

#include <tchar.h>

#include <ctime>

using namespace std;

#ifdef _UNICODE

#include <io.h>

#include <fcntl.h>

#define CH_RECT L'■' // a rectangle (wall)

#define CH_PLAYER L'○' // a circle (player)

#define CH_SPACE L' ' // a space (route)

#else

#define CH_RECT '#'

#define CH_PLAYER 'O'

#define CH_SPACE ' '

#endif // _UNICODE

#define LENGTH (30 + 2 * 2)

#define WALL 0

#define ROUTE 1

#define PLAYER 2

static UINT g_Rank = 0;

static SHORT g_lives = 3;

static BOOL** g_maze = nullptr;

void _Create(

__in const int x,

__in const int y );

void _Print(void);

int _CreateAndPrint(void);

inline void _die(void)

{

--g_lives;

for (int n = 1; n <= 2; n++) {

_tsystem(_T("color fc"));

Sleep(70);

_tsystem(_T("color 07"));

Sleep(70);

}

}

int _tmain(void)

{

CONSOLE_CURSOR_INFO cci;

GetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cci);

cci.bVisible = false;

SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cci);

#ifdef _UNICODE

_setmode(_fileno(stdout), _O_U16TEXT);

#endif // _UNICODE

srand((UINT)time(NULL));

int k;

start:

k = _CreateAndPrint();

TCHAR ch;

bool bExit = false;

bool bWin = false;

int x = 2, y = 1;

while (!bExit && g_lives >= 0 && !bWin) {

ch = _gettch();

switch (ch) {

case _T('R'):

case _T('r'):

_tsystem(_T("cls"));

x = 2; y = 1;

for (int l = 0; l < LENGTH; l++) {

free(g_maze[l]);

}

free(g_maze);

k = _CreateAndPrint();

break;

case VK_ESCAPE:

bExit = true;

break;

case TCHAR(0xE0):

switch (ch = _gettch()) {

case TCHAR(72):

if (g_maze[x - 1][y] != WALL) {

g_maze[x][y] = ROUTE;

--x;

g_maze[x][y] = PLAYER;

} else {

_die();

} break;

case TCHAR(80):

if (g_maze[x + 1][y] != WALL) {

g_maze[x][y] = ROUTE;

++x;

g_maze[x][y] = PLAYER;

} else {

_die();

} break;

case TCHAR(75):

if (g_maze[x][y - 1] != WALL && !(x == 2 && y == 1)) {

g_maze[x][y] = ROUTE;

--y;

g_maze[x][y] = PLAYER;

} else {

_die();

} break;

case TCHAR(77):

if (g_maze[x][y + 1] != WALL) {

g_maze[x][y] = ROUTE;

++y;

g_maze[x][y] = PLAYER;

} else {

_die();

} break;

default: break;

}

if (x == k && y == LENGTH - 2) {

bWin = true;

}

_Print();

break;

default: break;

}

}

x = 2; y = 1;

for (int l = 0; l < LENGTH; l++) {

free(g_maze[l]);

}

free(g_maze);

if (g_lives == -1) {

_tsystem(_T("cls"));

_putts(_T("你撞墙次数超过限制,本局游戏失败!"));

_putts(_T("如果要再开局,请按下[R]键!否则,按下其他键以退出!"));

ch = _gettch();

if (ch == 'R' || ch == 'r') {

goto start;

}

} else if (bWin) {

_tsystem(_T("cls"));

_putts(_T("恭喜,你赢了!是否要再来一局?"));

_putts(_T("如果要再开局,请按下[R]键!否则,按下其他键以退出!"));

ch = _gettch();

if (ch == 'R' || ch == 'r') {

goto start;

}

}

return 0;

}

void _Create(const int x, const int y)

{

g_maze[x][y] = ROUTE;

int dict[4][2] = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 } };

int r, tmp;

for (int i = 0; i < 4; i++) {

r = rand() % 4;

tmp = dict[0][0];

dict[0][0] = dict[r][0];

dict[r][0] = tmp;

tmp = dict[0][1];

dict[0][1] = dict[r][1];

dict[r][1] = tmp;

}

int dx, dy, range, count;

for (int j = 0; j < 4; j++) {

dx = x;

dy = y;

range = 1 + (g_Rank == 0 ? 0 : rand() % g_Rank);

while (range > 0) {

dx += dict[j][0];

dy += dict[j][1];

if (g_maze[dx][dy] == ROUTE) {

break;

}

count = 0;

for (int k = dx - 1; k < dx + 2; k++) {

for (int l = dy - 1; l < dy + 2; l++) {

if (abs(k - dx) + abs(l - dy) == 1 && g_maze[k][l] == ROUTE) {

count++;

}

}

}

if (count > 1) {

break;

}

--range;

g_maze[dx][dy] = ROUTE;

}

if (range <= 0) {

_Create(dx, dy);

}

}

}

int _CreateAndPrint(void)

{

_tprintf(_T("正在分配内存..."));

g_maze = (int**)malloc(LENGTH * sizeof(int*));

for (int i = 0; i < LENGTH; i++) {

g_maze[i] = (int*)calloc(LENGTH, sizeof(int));

}

_tprintf(_T("完成!\n"));

_tprintf(_T("正在加载迷宫..."));

g_lives = 3;

for (int j = 0; j < LENGTH; j++) {

g_maze[j][0] = ROUTE;

g_maze[0][j] = ROUTE;

g_maze[j][LENGTH - 1] = ROUTE;

g_maze[LENGTH - 1][j] = ROUTE;

}

_Create(2, 2);

g_maze[2][1] = PLAYER;

int k;

for (k = LENGTH - 3; k >= 0; k--) {

if (g_maze[k][LENGTH - 3] == ROUTE) {

g_maze[k][LENGTH - 2] = ROUTE;

break;

}

}

_tprintf(_T("完成!\n"));

_Print();

return k;

}

void _Print(void)

{

SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), { 0, 0 });

for (int x = 0; x < LENGTH; x++) {

for (int y = 0; y < LENGTH; y++) {

switch (g_maze[x][y]) {

case ROUTE:

_puttch(CH_SPACE); break;

case WALL:

_puttch(CH_RECT); break;

case PLAYER:

_puttch(CH_PLAYER); break;

default: break;

}

}

_tprintf(_T("\n"));

}

_putts(_T("上下左右方向键用来移动,按Esc可退出,按R重新开局。"));

_tprintf(_T("剩余可撞墙次数:%d"), g_lives);

}

这是C++风格的代码。因为用到了内联函数等C++特性,可能不能直接兼容C语言环境,但是稍作改动即可完美兼容。(ps:至少大家不用为字符集设置发愁了 XD)

效果:

其中LENGTH宏规定了边长。这里是30。

想改边长,直接更改那个30就可以了。

其中全局变量g_Rank规定了难度,数值越小难度越大,最小值为0。

也是一样,改难度直接改这个就OK。

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