应之前承诺,现将其模块化了一下,不过还是很菜,主要的都还是没有改,先这样吧。以后有时间和实力再继续更新。
主函数
#include<iostream>
#include<windows.h>
#include "Map.h"
#include "GameMenu.h"
#include "ChooseRoom.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
//定义选关设置
int nSetState = 1;
//定义菜单状况
int nMenuState = 1;
//定义选关情况
bool bslect = false;
int main() {
{
memcpy(Array, Array1, sizeof(Array));
while (1) {
if (3 == nMenuState && KEY_DOWN(VK_RETURN)) { //可以
return 0;
}
else if (2 == nMenuState && KEY_DOWN(VK_RETURN)) {
SetChoise();
if (bslect) {
Map();
}
else {
Menu();
}
}
else if (1 == nMenuState && KEY_DOWN(VK_RETURN)) {
Map();
}
else {
Menu();
}
}
system("pause");
return 0;
}
}
游戏菜单
#include<iostream>
#include<windows.h>
#include "GameMenu.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
extern int nMenuState; //声明定义菜单选项
void Menu() {
if (KEY_DOWN(VK_UP)) {
//cout << "向上被按下" << endl;
--nMenuState;
if (nMenuState < 1) { nMenuState = 3; }
}
if (KEY_DOWN(VK_DOWN)) {
//cout << "向下被按下" << endl;
++nMenuState;
if (nMenuState > 3) { nMenuState = 1; }
}
switch (nMenuState) {
case 1: system("cls");
cout << "********游戏界面菜单********" << endl;
cout << " -> 1、游戏开始" << endl;
cout << " 2、游戏设置" << endl;
cout << " 3、退出游戏" << endl << endl;
cout << " -> 按小键盘↑↓←→移动 <- " << endl;
cout << " -> 按回车键进入 <- " << endl;
cout << " -> 按F1 F2 F3可切换关卡 <- " << endl;
system("pause");
break;
case 2: system("cls");
cout << "********游戏界面菜单********" << endl;
cout << " 1、游戏开始" << endl;
cout << " -> 2、游戏设置" << endl;
cout << " 3、退出游戏" << endl << endl;
cout << " -> 按小键盘↑↓←→移动 <- " << endl;
cout << " -> 按回车键进入 <- " << endl;
cout << " -> 按F1 F2 F3可切换关卡 <- " << endl;
system("pause");
break;
case 3: system("cls");
cout << "********游戏界面菜单********" << endl;
cout << " 1、游戏开始" << endl;
cout << " 2、游戏设置" << endl;
cout << " -> 3、退出游戏" << endl << endl;
cout << " -> 按小键盘↑↓←→移动 <- " << endl;
cout << " -> 按回车键进入 <- " << endl;
cout << " -> 按F1 F2 F3可切换关卡 <- " << endl;
system("pause");
break;
}
}
菜单头文件
#pragma once
void Menu();
地图
#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#include "JudgeWin.h"
#include "F1F2F3.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
//定义关卡状态
int PassState = 1;
//extern Player splayer;
int Array1[15][20] = {
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
};
int Array2[15][20] = {
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
};
int Array3[15][20] = {
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },
{ 1,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
};
int Array[15][20] = {};
void Map() {
while (1) {
system("cls");
PlayerMove();
BoxMove();
JudgeWin();
FChoose();
if(0 == AllOver()){
break;
}
//打印地图
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 20; j++) {
bool bDrawBox = false; //判断箱子
for (int m = 0; m < 3; m++) {
if (i == sbox[m].box_x && j == sbox[m].box_y) {
bDrawBox = true;
break;
}
}
bool bDrawDes = false; //判断坑
for (int m = 0; m < 3; m++) {
if (i == sdestinate[m].Des_x && j == sdestinate[m].Des_y) {
bDrawDes = true;
break;
}
}
if (1 == Array[i][j]) {
cout << "■";
}
else if (i == splayer.P_row && j == splayer.P_col) {
cout << "♀";
}
else if (true == bDrawBox) { //将true放在前面,不然出现全是箱子都不知道怎么错的……
cout << "箱";
}
else if (true == bDrawDes) {
cout << "坑";
}
else {
cout << " ";
}
}
cout << endl;
}
system("pause");
}
}
地图头文件
//#pragma once
#ifndef Map_h
#define Map_h
void Map();
extern int PassState;
extern int Array1[15][20];
extern int Array2[15][20];
extern int Array3[15][20];
extern int Array[15][20];
#endif
玩家
#include<iostream>
#include<windows.h>
#include "Player.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
//Player splayer(1, 1); //初始化玩家坐标
Player splayer = { 1,1 };
玩家头文件
//#pragma once
#ifndef Player_h
#define Player_h
struct Player {
int P_row;
int P_col;
int P_rowBk;
int P_colBk;
Player() {
P_row = 0;
P_col = 0;
P_rowBk = 0;
P_colBk = 0;
}
Player(int x = 10, int y = 10) {
P_row = x;
P_col = y;
P_rowBk = x;
P_colBk = y;
}
void BackUp() {
P_rowBk = P_row;
P_colBk = P_col;
}
void restore() {
P_row = P_rowBk;
P_col = P_colBk;
}
};
extern Player splayer;
#endif
箱子
#include<iostream>
#include<windows.h>
#include "Box.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
//第一关箱子坐标初始化
Box sbox[3] = {
{ 5,5 },
{ 6,6 },
{ 7,7 }
};
箱子头文件
//#pragma once
#ifndef Box_h
#define Box_h
struct Box {
int box_x;
int box_y;
int box_xx;//用来备份坐标
int box_yy;
Box() {
box_x = 0;
box_y = 0;
box_xx = 0;
box_yy = 0;
}
Box(int x = 10, int y = 10) {
box_x = x;
box_y = y;
box_xx = box_x;
box_yy = box_y;
}
void BackUp() {
box_xx = box_x;
box_yy = box_y;
}
void restore() {
box_x = box_xx;
box_y = box_yy;
}
};
extern Box sbox[3];
#endif
坑位置
#include<iostream>
#include<windows.h>
#include "Prit.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
Destinate sdestinate[3] = {
{ 8,8 },
{ 9,9 },
{ 10,10 }
};
坑头文件
#pragma once
//坑结构体
struct Destinate {
int Des_x;
int Des_y;
Destinate(int a, int b) {
Des_x = a;
Des_y = b;
}
};
extern Destinate sdestinate[3];
玩家箱子位置更新
#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
//判断玩家移动
void PlayerMove() {
splayer.BackUp();
if (KEY_DOWN(VK_UP)) {
--splayer.P_row;
}
if (KEY_DOWN(VK_DOWN)) {
++splayer.P_row;
}
if (KEY_DOWN(VK_LEFT)) {
--splayer.P_col;
}
if (KEY_DOWN(VK_RIGHT)) {
++splayer.P_col;
}
if (1 == Array[splayer.P_row][splayer.P_col]) {//判断玩家是否越墙
splayer.restore();
}
}
//判断箱子移动
void BoxMove() {
for (int i = 0; i < 3; i++) {
sbox[i].BackUp();
}
int skew_x = 0; //临时偏移量
int skew_y = 0;
for (int s = 0; s < 3; s++) { //利用坐标偏移量求箱子新位置
if (splayer.P_row == sbox[s].box_x && splayer.P_col == sbox[s].box_y) {
skew_x = sbox[s].box_x - splayer.P_rowBk;
skew_y = sbox[s].box_y - splayer.P_colBk;
sbox[s].box_x = sbox[s].box_x + skew_x;
sbox[s].box_y = sbox[s].box_y + skew_y;
/*sbox[s].restore();*/
}
}
//防止箱子重叠以及玩家进入箱子里
for (int a = 0; a < 3; a++) {
for (int b = 0; b < 3; b++) {
if (a != b && (sbox[a].box_x == sbox[b].box_x && sbox[a].box_y == sbox[b].box_y)) {
splayer.restore();
sbox[a].restore();
}
}
}
//防止箱子越界
for (int s = 0; s < 3; s++) {
if (1 == Array[sbox[s].box_x][sbox[s].box_y]) {
splayer.restore();
sbox[s].restore();
}
}
}
玩家箱子更新头文件
//#pragma once
#ifndef LocationUpdate_h
#define LocationUpdate_h
void PlayerMove();
void BoxMove();
#endif
设置里选关
#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
//定义选关设置
extern int nSetState;
//定义选关情况
extern bool bslect;
void SetChoise() {
while (1) {
system("cls");
if (KEY_DOWN(VK_UP)) {
//cout << "向上被按下" << endl;
--nSetState;
if (nSetState < 1) { nSetState = 4; }
}
if (KEY_DOWN(VK_DOWN)) {
//cout << "向下被按下" << endl;
++nSetState;
if (nSetState > 4) { nSetState = 1; }
}
switch (nSetState) {
case 1: cout << "********游戏选关设置********" << endl;
cout << " -> 1、关卡一" << endl;
cout << " 2、关卡二" << endl;
cout << " 3、关卡三" << endl;
cout << " 4、退出 " << endl;
system("pause");
break;
case 2: cout << "********游戏选关设置********" << endl;
cout << " 1、关卡一" << endl;
cout << " -> 2、关卡二" << endl;
cout << " 3、关卡三" << endl;
cout << " 4、退出 " << endl;
system("pause");
break;
case 3: cout << "********游戏选关设置********" << endl;
cout << " 1、关卡一" << endl;
cout << " 2、关卡二" << endl;
cout << " -> 3、关卡三" << endl;
cout << " 4、退出 " << endl;
system("pause");
break;
case 4:cout << "********游戏选关设置********" << endl;
cout << " 1、关卡一" << endl;
cout << " 2、关卡二" << endl;
cout << " 3、关卡三" << endl;
cout << " -> 4、退出 " << endl;
system("pause");
break;
}
if (KEY_DOWN(VK_RETURN)) {
if (1 == nSetState) {
memcpy(Array, Array1, sizeof(Array));
splayer.P_row = 1;
splayer.P_col = 1;
PassState = 1;
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 5 + i;
sbox[i].box_y = 5 + i;
sdestinate[i].Des_x = 8 + i;
sdestinate[i].Des_y = 8 + i;
}
bslect = true;
}
else if (2 == nSetState) {
memcpy(Array, Array2, sizeof(Array));
splayer.P_row = 1;
splayer.P_col = 1;
PassState = 2;
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 5 + i;
sbox[i].box_y = 5 + i;
sdestinate[i].Des_x = 3 + i;
sdestinate[i].Des_y = 3;
}
bslect = true;
}
else if (3 == nSetState) {
memcpy(Array, Array3, sizeof(Array));
splayer.P_row = 1;
splayer.P_col = 1;
PassState = 3;
memcpy(Array, Array3, sizeof(Array));
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 10;
sbox[i].box_y = 7 + i;
sdestinate[i].Des_x = 2 + i;
sdestinate[i].Des_y = 2;
}
bslect = true;
}
else if (4 == nSetState) {
bslect = false;
/* return;*/
}
/* bslect = true;*/
break;
}
}
}
设置里选关头文件
//#pragma once
#ifndef ChooseRoom_h
#define ChooseRoom_h
void SetChoise();
#endif
F1F2F3选关
#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#include "F1F2F3.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
void FChoose() {
if (KEY_DOWN(VK_F1)) {
memcpy(Array, Array1, sizeof(Array));
PassState = 1;
//更新玩家位置
splayer.P_row = 1;
splayer.P_col = 1;
//更新箱子和坑状态
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 5 + i;
sbox[i].box_y = 5 + i;
}
}
if (KEY_DOWN(VK_F2)) {
memcpy(Array, Array2, sizeof(Array));
PassState = 2;
//更新玩家位置
splayer.P_row = 1;
splayer.P_col = 1;
//更新箱子和坑状态
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 3 + i;
sbox[i].box_y = 5;
sdestinate[i].Des_x = 3 + i;
sdestinate[i].Des_y = 3;
}
}
if (KEY_DOWN(VK_F3)) {
memcpy(Array, Array3, sizeof(Array));
PassState = 3;
//更新玩家位置
splayer.P_row = 1;
splayer.P_col = 1;
//更新箱子和坑状态
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 10;
sbox[i].box_y = 7 + i;
sdestinate[i].Des_x = 2 + i;
sdestinate[i].Des_y = 2;
}
}
}
F1F2F3选关头文件
#pragma once
void FChoose();
胜利判断处理
#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#include "JudgeWin.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
//判断胜利
void JudgeWin() {
int nCorrectNum = 0; //判断箱子推到正确位置的数量 每次初始化为0,只当连续加到3时才成功
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (sdestinate[i].Des_x == sbox[j].box_x && sdestinate[i].Des_y == sbox[j].box_y) {
++nCorrectNum;
break;
}
}
if (3 <= nCorrectNum) {
//system("cls");
cout << "You Win!" << endl;
++PassState;
if (2 == PassState) {
memcpy(Array, Array2, sizeof(Array));
//更新玩家位置
splayer.P_row = 1;
splayer.P_col = 1;
//更新箱子和坑状态
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 5 + i;
sbox[i].box_y = 5 + i;
sdestinate[i].Des_x = 3 + i;
sdestinate[i].Des_y = 3;
}
}
if (3 == PassState) {
splayer.P_row = 1;
splayer.P_col = 1;
memcpy(Array, Array3, sizeof(Array));
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 10;
sbox[i].box_y = 7 + i;
sdestinate[i].Des_x = 2 + i;
sdestinate[i].Des_y = 2;
}
}
//system("pause");
break;
}
/*system("pause");*/
}
}
//翻版处理
int AllOver() {
if (4 == PassState) {
cout << "恭喜通关" << endl;
PassState = 1;
memcpy(Array, Array1, sizeof(Array));
//更新玩家位置
splayer.P_row = 1;
splayer.P_col = 1;
//更新箱子和坑状态
for (int i = 0; i < 3; i++) {
sbox[i].box_x = 5 + i;
sbox[i].box_y = 5 + i;
sdestinate[i].Des_x = 8 + i;
sdestinate[i].Des_y = 8 + i;
}
system("pause");
return 0;
}
return 1;
}
胜利判断处理头文件
#pragma once
void JudgeWin();
int AllOver();
第一次分这么多模块来写一个程序,虽然是照着以前的代码改的,但是也遇到了几个困难,在此记录一下。
主要困难就是:编译时老是提示我有重定义,如里面的数组。
出现这种问题的原因就在于我把变量定义在了头文件里,在包含头文件时相当于又定义了一边,所以就重定义了。
虽然有#pragma once或
#ifndef ***
#define ***
******
#endif ***
防治多次定义,但那只是针对一个.cpp文件,在另一个.cpp文件也包含了,即重定义了。
解决方法就是将变量定义在.cpp文件中,然后在头文件中声明为extern。如:extern int PassState;
其它好像就没什么问题了,推荐两篇文章给你们看看,我就是在那里面找到解决方法的。
最好不要在头文件里定义变量,那是非常业余的行为
结构体定义在头文件.h中和定义在.c中的不同考虑
写那么多其实也没什么用,还不如来点实在的。
整个项目地址:百度网盘链接 链接:https://pan.baidu.com/s/1q5Hre3txTUzLfWkLpRT53w
提取码:wgbh
复制这段内容后打开百度网盘手机App,操作更方便哦
本文分享了一次游戏编程模块化尝试的经验,详细介绍了使用C++实现游戏菜单、地图、玩家控制、箱子移动等功能的模块划分,解决了变量重定义的问题,并提供了完整的项目链接。
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