推箱子更新版(模块化)

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。

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

#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

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