将迷宫地图静态化,更合理一点。代码改动不大。
//MazePerson.cpp
//By MiGao
#include "MazePerson.h"
#include "MazeMap.h"
#include <iostream>
using namespace std;
MazePerson::MazePerson(char c, int count){
m_cPerson = c; this->count = count;
}
MazePerson::~MazePerson(){
}
void MazePerson::start(){
m_iDirection = 0;
while (m_Posi.Y != 0){
turn(m_Posi.X, m_Posi.Y);
move();
}
gotoxy(0, 11);
cout << "Success!" << endl;
}
void MazePerson::move(){
gotoxy(m_LastPosi.X, m_LastPosi.Y);
cout << ' '; Sleep(200); count++;
gotoxy(m_Posi.X, m_Posi.Y); cout << m_cPerson;
gotoxy(0, 10); cout << "Step number: " << count; Sleep(300);
m_LastPosi.X = m_Posi.X; m_LastPosi.Y = m_Posi.Y;//renew position
}
void MazePerson::turn(int x, int y){
int w_x, w_y, a_x, a_y, s_x, s_y, d_x, d_y;//w=↑, a=←, s=↓, d=→
switch(m_iDirection){
case 0: w_x = x; w_y = y - 1; a_x = x - 1; a_y = y; s_x = x; s_y = y + 1; d_x = x + 1; d_y = y; break;
case 1: w_x = x - 1; w_y = y; a_x = x; a_y = y + 1; s_x = x + 1; s_y = y; d_x = x; d_y = y - 1; break;
case 2: w_x = x; w_y = y + 1; a_x = x + 1; a_y = y; s_x = x; s_y = y - 1; d_x = x - 1; d_y = y; break;
case 3: w_x = x + 1; w_y = y; a_x = x; a_y = y - 1; s_x = x - 1; s_y = y; d_x = x; d_y = y + 1; break;
default:;
}
if(!MazeMap::inBorder(w_x, w_y) || MazeMap::m_iMap[w_y][w_x] == '*')
if(MazeMap::m_iMap[d_y][d_x] == '*' || !MazeMap::inBorder(d_x, d_y))
if(MazeMap::m_iMap[a_y][a_x] == '*' || !MazeMap::inBorder(a_x, a_y)){
m_iDirection = (m_iDirection + 2) % 4;
m_Posi.X = s_x; m_Posi.Y = s_y;/*U-Turn*/
}
else{
m_iDirection = (m_iDirection + 1) % 4;
m_Posi.X = a_x; m_Posi.Y = a_y;/*Turn to left*/
}
else{
m_iDirection = (m_iDirection + 3) % 4;
m_Posi.X = d_x; m_Posi.Y = d_y;/*Turn to right*/
}
else if(MazeMap::m_iMap[d_y][d_x] == ' '){
m_iDirection = (m_iDirection + 3) % 4;
m_Posi.X = d_x; m_Posi.Y = d_y;/*Turn to right*/
}
else{
m_Posi.X = w_x;
m_Posi.Y = w_y;/*forward*/
}
}
void MazePerson::gotoxy(int x, int y){
COORD co;
co.X = x;
co.Y = y;
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(handle, co);
}
void MazePerson::setPersonPosi(int x, int y){
m_Posi.X = x; m_Posi.Y = y;
m_LastPosi.X = x; m_LastPosi.Y = y;
gotoxy(m_Posi.X, m_Posi.Y);
cout << m_cPerson;
}
//MazeMap.cpp
//By MiGao
#include "MazeMap.h"
#include <iostream>
using namespace std;
MazeMap::MazeMap(){
}
MazeMap::~MazeMap(){
}
void MazeMap::setMap(int map[][10]){
for (int i = 0; i < 10; i++)
for (int j = 0; j < 10; j++)
if(map[i][j] == 0)
m_iMap[i][j] = ' ';
else
m_iMap[i][j] = '*';
}
void MazeMap::drawMap(){
for (int i = 0; i < 10; i++){
for (int j = 0; j < 10; j++)
cout << m_iMap[i][j];
cout << endl;
}
}
bool MazeMap::inBorder(int x, int y){
if(x <10 && y < 10 && x >= 0 && y >= 0)
return true;
return false;
}
char MazeMap::m_iMap[10][10] = {0};//static class member
//MazePerson.h
//By MiGao
#include "windows.h"
class MazePerson{
public:
MazePerson(char c = 'T', int count = 0);
~MazePerson();
void start();
void turn(int x, int y);
void gotoxy(int x, int y);
void setPersonPosi(int x, int y);
void move();
public:
char m_cPerson;
int m_iDirection;
int count;
COORD m_Posi;
COORD m_LastPosi;
};
//MazeMap.h
//By MiGao
class MazeMap{
public:
MazeMap();
~MazeMap();
void setMap(int map[][10]);
void drawMap();
static bool inBorder(int x, int y);
public:
static char m_iMap[10][10];
};
//maze.cpp
//By MiGao
#include "MazePerson.h"
#include "MazeMap.h"
#include <iostream>
using namespace std;
int main(){
int map[10][10] ={
{8,8,8,8,8,8,8,8,0,8},
{8,8,8,8,8,8,8,8,0,8},
{8,8,8,8,8,8,8,8,0,8},
{8,8,8,0,8,8,8,8,0,8},
{8,8,8,0,8,8,8,8,0,8},
{8,8,8,0,0,0,0,8,0,8},
{8,8,0,0,8,8,0,8,0,8},
{8,8,0,8,8,8,0,0,0,8},
{8,8,0,8,8,8,8,8,0,8},
{8,8,0,8,8,8,8,8,8,8},
};
MazeMap maze;
maze.setMap(map);
maze.drawMap();
MazePerson mazer;
mazer.setPersonPosi(2, 9);
mazer.start();
system("pause");
return 0;
}
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