我大概在一个多月前把自己上学期写的c代码的贪吃蛇游戏push到csdn上,并且说c风格的贪吃蛇写起来有些麻烦(贪吃蛇游戏的c语言实现),准备用面向对象的c++再写一遍。现在我们专业恰好刚教完了c++,学校也布置了一道简单的贪吃蛇的编程题目,实现下来,的确觉得c++的思路清晰很多,所以再次把c++的代码push上来,供大家对比参考:)
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直接上代码,c++把整个游戏拆分成几个文件,分开上,有一定的c++基础的同学应该可以很容易看懂。
1、全局头文件(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类的声明和实现(snake.hpp)
(为了简化结构,把声明和实现共同放在了hpp文件里,减少了一点封装性,实际上应该分开头文件和实现文件好一点)
此处使用了容器list作为蛇身(body)的表达形式,这样可以非常方便地进行表达,读者有兴趣可以用数组实现一下,一不小心就会出现有趣的内存错误。。。
#ifndef _SNAKE_H_ #define _SNAKE_H_ #include#include #include "global.hpp" class snake { point head; std::list
body; public: snake(point initial_head); snake(); ~snake() {} point& getHead(); std::list & 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 & snake::getbody() { return body; } #endif
3、map类的声明和实现(map.hpp)
在这里,map中应该包含一个snake类作为组合关系。
在组合关系里面,想要直接修改snake的各种参数是不可行的,所以在前面snake类的声明里加上了诸如setHead(), getHead(), getbody() 这一类的函数。
#ifndef _MAP_H_ #define _MAP_H_ #include#include "global.hpp" #include "snake.hpp" class map { private: char** _map; snake _snake; int height, width; std::list foods; public: map(); map(point initial_size, point initial_head, std::list 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() { // 这个是用来更新地图的 for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) _map[i][j] = 0; } for (std::list ::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 ::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 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())) { // 为了避免追尾问题 _map[_snake.getbody().back().x][_snake.getbody().back().y] = EMPTY; } _snake.getHead().move(d); if (_snake.getHead() == _snake.getbody().front()) { // 判断蛇是否往回走 _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
蛇移动的算法是,头先动,如果判断可以走,则把头原来的位置push_front到body的头部,然后用pop_back把body的尾部抹去
(读者不熟悉list容器的操作的话可以先去了解一下,很容易的:))
4、游戏运行主文件(game.cpp)
#include "map.hpp" #include "global.hpp" #include#include #include
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 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函数只有这么短!!!! GameUI greedySnake; greedySnake.GameLoop(); return 0; }
(事实上为了达到封装性,gameUI的类也应该分开来实现。)
5、小结
这个贪吃蛇还比较的低端,只能实现一键一步的行走方式,还没有像我的c语言贪吃蛇那样可以自己走,并且有AI模式。实现自己走要使用到windows的下的一个库,实现起来还比较麻烦,可以参考我的c贪吃蛇。用c++重写一遍贪吃蛇,主要作用是可以更加清楚地体会到类的封装与使用。
以后如果有时间,笔者可能会为这个贪吃蛇写下补丁什么的,体会一下c++的代码重用和方便修改的特性,这是c语言所没有的优点。
Enjoy coding! :)
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