跟着B站老师 做的,链接[C/C++]180行代码,推箱子就是这么简单~抄详细,学不会我还不信了,关卡切换和回退都实现了哦_哔哩哔哩_bilibili 编码环境:VS2019&nbs
跟着B站老师 做的,链接[C/C++]180行代码,推箱子就是这么简单~抄详细,学不会我还不信了,关卡切换和回退都实现了哦_哔哩哔哩_bilibili
编码环境:VS2019
利用 链栈实现的回撤功能。
LinkStack.h
#pragma once
#ifdef _cplusplus
extern "C"
{
#endif
#include <fstream>
#include <iOStream>
#include<stdbool.h>
using namespace std;
#define OK 1
#define ERROR 0
#define OVERFLOW -2
//typedef int Data;
struct Point
{
int r;
int c;
int data;
};
typedef struct _State
{
Point pos[3];
}Data,State;
typedef struct Stacknode
{
Data data;
struct StackNode* next;
} StackNode, * LinkStack;
//算法1 链栈的初始化(无头节点)
void InitStack(LinkStack& S)
{ // 构造一个空栈 S,栈顶指针置空
S = NULL;
// return OK;
}
//算法2 链栈的入栈
void Push(LinkStack& S, Data e)
{ //在栈顶插入元素e
LinkStack p;
p = new StackNode; //生成新结点
p->data = e; //将新结点数据域置为e
p->next = S; //将新结点插入栈顶(类似与前插法,只不过没有头节点)
S = p; //修改栈顶指针为p
printf("ok\n");
//return OK;
}
//算法3链栈的出栈
void Pop(LinkStack& S)
{ //删除S的栈顶元素,用e返回其值
LinkStack p;
if (S == NULL)
return ; //栈空
// e = S->data; //将栈顶元素赋给e
p = S; //用p临时保存栈顶元素空间,以备释放
S = S->next; //修改栈顶指针
delete p; //释放原栈顶元素的空间
// return OK;
}
//算法4 取链栈的栈顶元素
Data GetTop(LinkStack S)
{ //返回S的栈顶元素,不修改栈顶指针
if (S != NULL) //栈非空
return S->data; //返回栈顶元素的值,栈顶指针不变
}
bool empty(LinkStack& S) {
if (S == NULL)
return true;
else return false;
}
//
//void empty(LinkStack& S) {
//
//}
#ifdef _cplusplus
}
#endif
cpp文件
#include<cstdlib>
#include<iostream>
#include<time.h>
#include<time.h>
#include<math.h>
#include<coNIO.h>
#include <windows.H>
#include<graphics.h> //包含IMAGE数组
#include"LinkStack.h"
using namespace std;
#define SIZE 10
#define TOTAL_LEVEL 3
LinkStack ls; //??
enum MINE {
SPACE,
WALL,
DEST,
BOX,
PLAYER,
};
//LinkStack* ls;
int x;
int y;
int level;
IMAGE all_image[6];
//空地0 墙1 目的地2 箱子3 玩家4
//PLAYER+DEST 5 BOX+DEST:6
//a75 d77 72w 80s
int map[TOTAL_LEVEL][SIZE][SIZE] = {
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,0,0,0,0},
{0,0,0,1,2,1,0,0,0,0},
{0,0,0,1,3,1,1,1,1,0},
{0,1,1,1,0,0,3,2,1,0},
{0,1,2,3,4,0,1,1,1,0},
{0,1,1,1,1,3,1,0,0,0},
{0,0,0,0,1,2,1,0,0,0},
{0,0,0,0,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0,0}
},
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,1,1,1,1,0,0},
{0,0,1,0,2,0,0,1,0,0},
{0,0,1,0,0,3,0,1,0,0},
{0,0,1,0,0,0,0,1,0,0},
{0,0,1,0,0,4,0,1,0,0},
{0,0,1,1,1,1,1,1,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0}
},
{
{0,0,0,0,0,0,0,0,0,0},
{0,1,1,1,0,0,0,0,0,0},
{0,1,2,1,0,0,0,0,0,0},
{0,1,3,1,0,0,0,0,0,0},
{0,1,4,1,0,0,0,0,0,0},
{0,1,1,1,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0}
}
};
void loadIMG()
{
for (int i = 0; i < 6; i++)
{
char file[20] = "";
sprintf(file, "./image/%d.bmp", i);
loadimage(all_image + i, file, 64, 64);//IMAGE *pDstImg(// 保存图像的 IMAGE 对象指针),
//e.g.loadimage(all_image + i,"0.bmp",64,64); //LPCTSTR pImgFile,图片文件名
//int nWidth = 0, int nHeight = 0, bool bResize = false);
//putimage(i*64,0,all_image + i); //坐标原点为左上角。注意x,y坐标
}
}
void upMove() {
if (map[level][x - 1][y] == SPACE || map[level][x - 1][y] == DEST) {
map[level][x - 1][y] += PLAYER;
map[level][x][y] -= PLAYER;
}
else if (map[level][x - 1][y] == BOX || map[level][x - 1][y] == BOX + DEST) {
if (map[level][x - 2][y] == SPACE || map[level][x - 2][y] == DEST) {
map[level][x - 2][y] += BOX;
map[level][x - 1][y] = map[level][x - 1][y] + PLAYER - BOX;
map[level][x][y] -= PLAYER;
}
}
}
void downMove() {
if (map[level][x + 1][y] == SPACE || map[level][x + 1][y] == DEST) {
map[level][x + 1][y] += PLAYER;
map[level][x][y] -= PLAYER;
}
else if (map[level][x + 1][y] == BOX || map[level][x + 1][y] == BOX + DEST) {
if (map[level][x + 2][y] == SPACE || map[level][x + 2][y] == DEST) {
map[level][x + 2][y] += BOX;
map[level][x + 1][y] = map[level][x + 1][y] + PLAYER - BOX;
map[level][x][y] -= PLAYER;
}
}
}
void leftMove() {
if (map[level][x][y - 1] == SPACE || map[level][x][y - 1] == DEST) {
map[level][x][y - 1] += PLAYER;
map[level][x][y] -= PLAYER;
}
else if (map[level][x][y - 1] == BOX || map[level][x][y - 1] == BOX + DEST) {
if (map[level][x][y - 2] == SPACE || map[level][x][y - 2] == DEST) {
map[level][x][y - 2] += BOX;
map[level][x][y - 1] = map[level][x][y - 1] + PLAYER - BOX;
map[level][x][y] -= PLAYER;
}
}
}
void rightMove() {
if (map[level][x][y + 1] == SPACE || map[level][x][y + 1] == DEST) {
map[level][x][y + 1] += PLAYER;
map[level][x][y] -= PLAYER;
}
else if (map[level][x][y + 1] == BOX || map[level][x][y + 1] == BOX + DEST) {
if (map[level][x][y + 2] == SPACE || map[level][x][y + 2] == DEST) {
map[level][x][y + 2] += BOX;
map[level][x][y + 1] = map[level][x][y + 1] + PLAYER - BOX;
map[level][x][y] -= PLAYER;
}
}
}
void gameDraw() {
for (int i = 0; i < SIZE; i++)
{
for (int j = 0; j < SIZE; j++)
{
switch (map[level][i][j])
{
case SPACE:
putimage(j * 64, i * 64, all_image);
break;
case WALL:
putimage(j * 64, i * 64, all_image + 1);
break;
case DEST:
putimage(j * 64, i * 64, all_image + 2);
break;
case BOX:
putimage(j * 64, i * 64, all_image + 3);
break;
case PLAYER:
x = i;
y = j;
putimage(j * 64, i * 64, all_image + 4);
break;
case PLAYER + DEST:
putimage(j * 64, i * 64, all_image + 4);
x = i;
y = j;
break;
case BOX + DEST:
putimage(j * 64, i * 64, all_image + 5);
break;
default:
break;
}
}
cout << endl;
}
}
//对应的ASC码值
//W w:119,87 Dd:100,68 Ww:119,87 Ss:115,83 空格:32
void saveState(int x, int y, int dir) {//player的坐标,以及keyevent
//State t;
State t;
memset(&t, 0, sizeof(State));
switch (dir)
{
case 119://w
case 87:
for (int i = 0; i < 3; i++)
{
t.pos[i].r = x - i; //依次记录 player 、player的下一格、以及player的下下一格 的行列坐标以及data
t.pos[i].c = y;
t.pos[i].data = map[level][t.pos[i].r][t.pos[i].c];
}
Push(ls, t);
break;
case 115://s
case 83:
for (int i = 0; i < 3; i++)
{
t.pos[i].r = x + i; //依次记录 player 、player的下一格、以及player的下下一格 的行列坐标以及data
t.pos[i].c = y;
t.pos[i].data = map[level][t.pos[i].r][t.pos[i].c];
}
Push(ls, t);
Data p = GetTop(ls);
break;
case 97://a
case 65:
for (int i = 0; i < 3; i++)
{
t.pos[i].r = x; //依次记录 player 、player的下一格、以及player的下下一格 的行列坐标以及data
t.pos[i].c = y - i;
t.pos[i].data = map[level][t.pos[i].r][t.pos[i].c];
}
Push(ls, t);
break;
case 100://d
case 68:
for (int i = 0; i < 3; i++)
{
t.pos[i].r = x; //依次记录 player 、player的下一格、以及player的下下一格 的行列坐标以及data
t.pos[i].c = y + i;
t.pos[i].data = map[level][t.pos[i].r][t.pos[i].c];
}
Push(ls, t);
break;
default:
break;
}
}
void rollBack() {
if (empty(ls))
{
return;
}
State t = GetTop(ls);
for (int i = 0; i < 3; i++)
{
map[level][t.pos[i].r][t.pos[i].c] = t.pos[i].data;
}
Pop(ls);
}
void keyEvent() {
char event = _getch();
if (event != 32 && event != -32) {
saveState(x, y, event);
}
switch (event)
{
case 'W':
case 'w':
upMove();
break;
case 's':
case 'S':
downMove();
break;
case 'A':
case 'a':
leftMove();
break;
case 'd':
case 'D':
rightMove();
break;
case 32:
rollBack();
break;
default:
break;
}
}
bool judge_pass() {
for (int i = 0; i < SIZE; i++)
{
for (int j = 0; j < SIZE; j++)
{
if (map[level][i][j] == BOX)
{
return false;
}
}
}
return true;
}
int main() {
InitStack(ls);
initgraph(SIZE * 64, SIZE * 64, TRUE);
loadIMG();
//system("mode con lines=20 cols=25");
level = 0;
while (level < TOTAL_LEVEL)
{
//system("cls");
gameDraw();
keyEvent();
if (judge_pass())
{
if (level == TOTAL_LEVEL - 1) {
//system("cls");
gameDraw();
}
level++;
while (!empty(ls))
{
Pop(ls);
}
}
}
MessageBox(NULL, TEXT("CONGRATULATIONS!"), TEXT("GAME OVER"), MB_OK);
// getchar();
return 0;
}
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