實作畫出箱子,人推箱子,箱子和人不能撞牆;
做三個箱子,當兩個箱子時不能推。
注意将變量換成結構體中的對象屬性(如nPlayerRow 換成 player.nRow)
增加箱子的數量為3
注意:當箱子撞牆時,箱子和玩家均傳回備份坐标。
當兩個箱子相撞時,兩個箱子與玩家均傳回備份坐标。
// 2021.2.25(推箱子).cpp : 定義控制台應用程式的入口點。
#include "stdafx.h"
#include <windows.h>
#include <iostream>
using namespace std;
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code)&0x8000?1:0
int _tmain(int argc, _TCHAR* argv[])
{
int nMenuState = 0;//用于控制箭頭
int nGameState = 0;//
struct SPlayer
{
int nRow ;
int nCol ;
int nRowBk ;
int nColBk ;
};
struct SBox
{
int nBoxRow;
int nBoxCol;
int nBoxRowBk;
int nBoxColBk;
int nBoxRow2 ;
int nBoxCol2 ;
int nBoxRowBk2 ;
int nBoxColBk2 ;
int nBoxRow3 ;
int nBoxCol3 ;
int nBoxRowBk3 ;
int nBoxColBk3 ;
};
//玩家的定義
SPlayer player;
SBox box;
SBox box2;
SBox box3;
//玩家對象屬性的通路:對象名.屬性名
player.nRow = 7;//定義玩家的行
player.nCol = 10;//定義玩家的列
player.nRowBk = 0;
player.nColBk = 0;
box.nBoxRow = 3;//定義箱子的行
box.nBoxCol = 8;
box.nBoxRowBk = 0;
box.nBoxColBk = 0;
box2.nBoxRow = 6;//定義箱子的行
box2.nBoxCol = 8;
box2.nBoxRowBk = 0;
box2.nBoxColBk = 0;
box3.nBoxRow = 5;//定義箱子的行
box3.nBoxCol = 9;
box3.nBoxRowBk = 0;
box3.nBoxColBk = 0;
int arrMap[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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 1, 1, 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 }
};
while (true)//用于進行循環重新整理
{
//菜單界面
if (0 == nGameState)//如果界面的值為0,目前為菜單界面
{
if (KEY_DOWN(VK_DOWN))//檢測是否按下向下箭頭
{
nMenuState++;//控制箭頭的值增加1
if (nMenuState > 2)//因為菜單一共隻有三個選項,是以當控制箭頭的數量大于2時,重新指派為0,傳回到箭頭的初始位置
{
nMenuState = 0;
}
}
else if (KEY_DOWN(VK_UP))//同上
{
nMenuState--;
if (nMenuState < 0)
{
nMenuState = 2;
}
}
if (KEY_DOWN(VK_RETURN))//檢測是否按下Enter鍵
{
if (0 == nMenuState)//如果目前箭頭位置為遊戲開始
{
nGameState = 1;//設定界面的值為1,從菜單界面切換為地圖界面
}
else if (1 == nMenuState)//如果目前箭頭位置為遊戲設定
{
nGameState = 2;//設定界面的值為2,從菜單界面切換為遊戲設定界面
}
else if (2 == nMenuState){
nGameState = 3;
}
}
//畫出菜單
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;//因為放在while(true)裡面,是以這裡會一直運作
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
if (0 == nMenuState)//畫箭頭位置
{
cout << "■■■ ->遊戲開始 ■■■" << endl;
cout << "■■■ 遊戲設定 ■■■" << endl;
cout << "■■■ 遊戲退出 ■■■" << endl;
}
else if (1 == nMenuState)
{
cout << "■■■ 遊戲開始 ■■■" << endl;
cout << "■■■ ->遊戲設定 ■■■" << endl;
cout << "■■■ 遊戲退出 ■■■" << endl;
}
else if (2 == nMenuState){
cout << "■■■ 遊戲開始 ■■■" << endl;
cout << "■■■ 遊戲設定 ■■■" << endl;
cout << "■■■ ->遊戲退出 ■■■" << endl;
}
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
}
//地圖界面
if (1 == nGameState)
{
//在玩家移動前對坐标進行備份,把坐标賦給值的變量
player.nRowBk = player.nRow;//nPlayerRow = 3; nPlayerCol = 3
player.nColBk = player.nCol;
box.nBoxRowBk = box.nBoxRow;
box.nBoxColBk = box.nBoxCol;
box2.nBoxRowBk = box2.nBoxRow;
box2.nBoxColBk = box2.nBoxCol;
box3.nBoxRowBk = box3.nBoxRow;
box3.nBoxColBk = box3.nBoxCol;
if (KEY_DOWN(VK_SPACE))//按空格鍵
{
nGameState = 0;//傳回菜單界面
}
//資料更新,要在渲染的前面
//設定按鍵讓小人移動
if (KEY_DOWN(VK_UP))
{
player.nRow--;//玩家向上移動,nPlayerRow = 2
}
else if (KEY_DOWN(VK_DOWN))
{
player.nRow++;
}
else if (KEY_DOWN(VK_LEFT))
{
player.nCol--;
}
else if (KEY_DOWN(VK_RIGHT))
{
player.nCol++;
}
//檢測玩家是否撞牆
if (1 == arrMap[player.nRow][player.nCol]) //當玩家的值為1
{
player.nRow = player.nRowBk;//把現在玩家的值指派給之前的索引,nPlayerRow = 3,位置不變
player.nCol = player.nColBk;
}
//實作玩家推箱子
if ( box.nBoxRow ==player.nRow && box.nBoxCol ==player.nCol)
{
box.nBoxRow += (player.nRow - player.nRowBk);
box.nBoxCol += (player.nCol - player.nColBk);
}
else if (box2.nBoxRow == player.nRow && box2.nBoxCol == player.nCol)
{
box2.nBoxRow += (player.nRow - player.nRowBk);
box2.nBoxCol += (player.nCol - player.nColBk);
}
else if (box3.nBoxRow == player.nRow && box3.nBoxCol == player.nCol)
{
box3.nBoxRow += (player.nRow - player.nRowBk);
box3.nBoxCol += (player.nCol - player.nColBk);
}
//檢測箱子是否撞牆
if (1 == arrMap[box.nBoxRow][box.nBoxCol])
{
box.nBoxRow = box.nBoxRowBk;
box.nBoxCol = box.nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
else if (1 == arrMap[box2.nBoxRow][box2.nBoxCol])
{
box2.nBoxRow = box2.nBoxRowBk;
box2.nBoxCol = box2.nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
else if (1 == arrMap[box3.nBoxRow][box3.nBoxCol])
{
box3.nBoxRow = box3.nBoxRowBk;
box3.nBoxCol = box3.nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
//檢測是否兩個箱子相遇
if (box.nBoxRow == box2.nBoxRow && box.nBoxCol == box2.nBoxCol)
{
box.nBoxRow = box.nBoxRowBk;
box.nBoxCol = box.nBoxColBk;
box2.nBoxRow = box2.nBoxRowBk;
box2.nBoxCol = box2.nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
else if (box.nBoxRow == box3.nBoxRow && box.nBoxCol == box3.nBoxCol)
{
box.nBoxRow = box.nBoxRowBk;
box.nBoxCol = box.nBoxColBk;
box3.nBoxRow = box3.nBoxRowBk;
box3.nBoxCol = box3.nBoxColBk;
player.nRow = player.nRowBk;//玩家位置不變
player.nCol = player.nColBk;
}
else if (box2.nBoxRow == box3.nBoxRow && box2.nBoxCol == box3.nBoxCol)
{
box2.nBoxRow = box2.nBoxRowBk;
box2.nBoxCol = box2.nBoxColBk;
box3.nBoxRow = box3.nBoxRowBk;
box3.nBoxCol = box3.nBoxColBk;
player.nRow = player.nRowBk;//玩家位置不變
player.nCol = player.nColBk;
}
//渲染
//二維數組的周遊
for (int i = 0; i < 15; i++) //行數為15
{
for (int j = 0; j < 20; j++)//列數為20
{
//判斷第i行第j列應該畫什麼
if (1 == arrMap[i][j])//把數字為1的地方替換為■,作為牆壁
{
cout << "■";
}
else if (i == player.nRow && j == player.nCol)//如果目前的行為玩家的行,目前的列為玩家的列(目前的位置為玩家的位置)
{
cout << "人";
}
else if (i== box.nBoxRow && j == box.nBoxCol)
{
cout << "箱";
}
else if (i == box2.nBoxRow && j == box2.nBoxCol)
{
cout << "箱";
}
else if (i == box3.nBoxRow && j == box3.nBoxCol)
{
cout << "箱";
}
else
{
cout << " ";//數字為0的地方設為空格
}
}
cout << endl;//換行,排列成二維數組的形狀
}
}
//設定界面
if (2 == nGameState)
{
if (KEY_DOWN(VK_SPACE))
{
nGameState = 0;
}
cout << "我是設定頁面" << endl;
}
//退出界面
else if (3 == nGameState)
{
if (KEY_DOWN(VK_SPACE))
{
nGameState = 0;
}
cout << "我是退出頁面" << endl;
}
system("cls");//系統清屏
}
system("pause");
return 0;
}
代碼優化版:優化了重複代碼的處理(使用for循環)
注意:bool判斷的使用 偏移量的概念
// 推箱子(三個箱子重複代碼優化版).cpp : 定義控制台應用程式的入口點。
//
// 2021.2.25(推箱子).cpp : 定義控制台應用程式的入口點。
//實作畫出箱子,人推箱子,箱子和人不能撞牆;做三個箱子,當兩個箱子時不能推。 注意将變量換成結構體中的對象屬性(如nPlayerRow 換成 player.nRow)
#include "stdafx.h"
#include <windows.h>
#include <iostream>
using namespace std;
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code)&0x8000?1:0
int _tmain(int argc, _TCHAR* argv[])
{
int nMenuState = 0;//用于控制箭頭
int nGameState = 0;//
//定義玩家的結構體
struct SPlayer
{
int nRow;
int nCol;
int nRowBk;
int nColBk;
};
//玩家的定義
SPlayer player;
//玩家對象屬性的通路:對象名.屬性名
player.nRow = 7;//定義玩家的行
player.nCol = 10;//定義玩家的列
player.nRowBk = 0;
player.nColBk = 0;
/*struct SBox
{
int nBoxRow;
int nBoxCol;
int nBoxRowBk;
int nBoxColBk;
int nBoxRow2;
int nBoxCol2;
int nBoxRowBk2;
int nBoxColBk2;
int nBoxRow3;
int nBoxCol3;
int nBoxRowBk3;
int nBoxColBk3;
};
SBox box;
SBox box2;
SBox box3;
box.nBoxRow = 3;//定義箱子的行
box.nBoxCol = 8;
box.nBoxRowBk = 0;
box.nBoxColBk = 0;
box2.nBoxRow = 6;//定義箱子的行
box2.nBoxCol = 8;
box2.nBoxRowBk = 0;
box2.nBoxColBk = 0;
box3.nBoxRow = 5;//定義箱子的行
box3.nBoxCol = 9;
box3.nBoxRowBk = 0;
box3.nBoxColBk = 0;
*/
struct SBox
{
int nBoxRow;
int nBoxCol;
int nBoxRowBk;
int nBoxColBk;
};
//因為箱子的數量有多個,定義為數組
SBox arrBox[3];
for (int k = 0; k < 3;k++)
{
arrBox[k].nBoxRow = 7;
arrBox[k].nBoxCol = 7 + k;//不能是arrBox[k].nBoxCol += 7;因為它是一個未定值
}
int arrMap[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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 1, 1, 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 }
};
while (true)//用于進行循環重新整理
{
//菜單界面
if (0 == nGameState)//如果界面的值為0,目前為菜單界面
{
if (KEY_DOWN(VK_DOWN))//檢測是否按下向下箭頭
{
nMenuState++;//控制箭頭的值增加1
if (nMenuState > 2)//因為菜單一共隻有三個選項,是以當控制箭頭的數量大于2時,重新指派為0,傳回到箭頭的初始位置
{
nMenuState = 0;
}
}
else if (KEY_DOWN(VK_UP))//同上
{
nMenuState--;
if (nMenuState < 0)
{
nMenuState = 2;
}
}
if (KEY_DOWN(VK_RETURN))//檢測是否按下Enter鍵
{
if (0 == nMenuState)//如果目前箭頭位置為遊戲開始
{
nGameState = 1;//設定界面的值為1,從菜單界面切換為地圖界面
}
else if (1 == nMenuState)//如果目前箭頭位置為遊戲設定
{
nGameState = 2;//設定界面的值為2,從菜單界面切換為遊戲設定界面
}
else if (2 == nMenuState){
nGameState = 3;
}
}
//畫出菜單
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;//因為放在while(true)裡面,是以這裡會一直運作
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
if (0 == nMenuState)//畫箭頭位置
{
cout << "■■■ ->遊戲開始 ■■■" << endl;
cout << "■■■ 遊戲設定 ■■■" << endl;
cout << "■■■ 遊戲退出 ■■■" << endl;
}
else if (1 == nMenuState)
{
cout << "■■■ 遊戲開始 ■■■" << endl;
cout << "■■■ ->遊戲設定 ■■■" << endl;
cout << "■■■ 遊戲退出 ■■■" << endl;
}
else if (2 == nMenuState){
cout << "■■■ 遊戲開始 ■■■" << endl;
cout << "■■■ 遊戲設定 ■■■" << endl;
cout << "■■■ ->遊戲退出 ■■■" << endl;
}
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
}
//地圖界面
if (1 == nGameState)
{
//在玩家移動前對坐标進行備份,把坐标賦給值的變量
player.nRowBk = player.nRow;//nPlayerRow = 3; nPlayerCol = 3
player.nColBk = player.nCol;
for (int k = 0; k < 3;k++)
{
arrBox[k].nBoxRowBk = arrBox[k].nBoxRow;
arrBox[k].nBoxColBk = arrBox[k].nBoxCol;
}
/*
box2.nBoxRowBk = box2.nBoxRow;
box2.nBoxColBk = box2.nBoxCol;
box3.nBoxRowBk = box3.nBoxRow;
box3.nBoxColBk = box3.nBoxCol;
*/
if (KEY_DOWN(VK_SPACE))//按空格鍵
{
nGameState = 0;//傳回菜單界面
}
//資料更新,要在渲染的前面
//設定按鍵讓小人移動
if (KEY_DOWN(VK_UP))
{
player.nRow--;//玩家向上移動,nPlayerRow = 2
}
else if (KEY_DOWN(VK_DOWN))
{
player.nRow++;
}
else if (KEY_DOWN(VK_LEFT))
{
player.nCol--;
}
else if (KEY_DOWN(VK_RIGHT))
{
player.nCol++;
}
//檢測玩家是否撞牆
if (1 == arrMap[player.nRow][player.nCol]) //當玩家的值為1
{
player.nRow = player.nRowBk;//把現在玩家的值指派給之前的索引,nPlayerRow = 3,位置不變
player.nCol = player.nColBk;
}
//實作玩家推箱子
/*
if (box.arrBox[k].nBoxRow == player.nRow && box.nBoxCol == player.nCol)
{
box.nBoxRow += (player.nRow - player.nRowBk);
box.nBoxCol += (player.nCol - player.nColBk);
}
else if (box2.nBoxRow == player.nRow && box2.nBoxCol == player.nCol)
{
box2.nBoxRow += (player.nRow - player.nRowBk);
box2.nBoxCol += (player.nCol - player.nColBk);
}
else if (box3.nBoxRow == player.nRow && box3.nBoxCol == player.nCol)
{
box3.nBoxRow += (player.nRow - player.nRowBk);
box3.nBoxCol += (player.nCol - player.nColBk);
}
*/
for (int k = 0; k < 3; k++)
{
if (arrBox[k].nBoxRow == player.nRow && arrBox[k].nBoxCol == player.nCol)
{
arrBox[k].nBoxRow += (player.nRow - player.nRowBk);
arrBox[k].nBoxCol += (player.nCol - player.nColBk);
}
}
//檢測箱子是否撞牆
/*
if (1 == arrMap[box.nBoxRow][box.nBoxCol])
{
box.nBoxRow = box.nBoxRowBk;
box.nBoxCol = box.nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
else if (1 == arrMap[box2.nBoxRow][box2.nBoxCol])
{
box2.nBoxRow = box2.nBoxRowBk;
box2.nBoxCol = box2.nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
else if (1 == arrMap[box3.nBoxRow][box3.nBoxCol])
{
box3.nBoxRow = box3.nBoxRowBk;
box3.nBoxCol = box3.nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
*/
for (int k = 0; k < 3; k++)
{
if (1 == arrMap[arrBox[k].nBoxRow][arrBox[k].nBoxCol])
{
arrBox[k].nBoxRow = arrBox[k].nBoxRowBk;
arrBox[k].nBoxCol = arrBox[k].nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
}
//檢測是否兩個箱子相遇
/*
if (box.nBoxRow == box2.nBoxRow && box.nBoxCol == box2.nBoxCol)
{
box.nBoxRow = box.nBoxRowBk;
box.nBoxCol = box.nBoxColBk;
box2.nBoxRow = box2.nBoxRowBk;
box2.nBoxCol = box2.nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
else if (box.nBoxRow == box3.nBoxRow && box.nBoxCol == box3.nBoxCol)
{
box.nBoxRow = box.nBoxRowBk;
box.nBoxCol = box.nBoxColBk;
box3.nBoxRow = box3.nBoxRowBk;
box3.nBoxCol = box3.nBoxColBk;
player.nRow = player.nRowBk;//玩家位置不變
player.nCol = player.nColBk;
}
else if (box2.nBoxRow == box3.nBoxRow && box2.nBoxCol == box3.nBoxCol)
{
box2.nBoxRow = box2.nBoxRowBk;
box2.nBoxCol = box2.nBoxColBk;
box3.nBoxRow = box3.nBoxRowBk;
box3.nBoxCol = box3.nBoxColBk;
player.nRow = player.nRowBk;//玩家位置不變
player.nCol = player.nColBk;
}
*/
for (int k = 0; k < 3;k++)
{
for (int j = 0; j <3 ; j++)
{
if (k!=j)
{
if (arrBox[k].nBoxRow == arrBox[j].nBoxRow && arrBox[k].nBoxCol == arrBox[j].nBoxCol)
{
arrBox[k].nBoxRow = arrBox[k].nBoxRowBk;
arrBox[k].nBoxCol = arrBox[k].nBoxColBk;
arrBox[j].nBoxRow = arrBox[j].nBoxRowBk;
arrBox[j].nBoxCol = arrBox[j].nBoxColBk;
player.nRow = player.nRowBk;
player.nCol = player.nColBk;
}
}
}
}
//渲染
//二維數組的周遊
for (int i = 0; i < 15; i++) //行數為15
{
for (int j = 0; j < 20; j++)//列數為20
{
//else if中不能有for循環,但是又需要畫多個箱子
//用一個bool值判斷是否畫箱子
bool bDrawBox = false;
for (int k = 0; k < 3;k++)
{
if (i == arrBox[k].nBoxRow && j == arrBox[k].nBoxCol) //當箱子的行為目前的行,列為目前的列,畫箱子
{
//由于這裡不能直接畫箱子,因為畫箱子要放在else if的條件中,是以定義一個狀态位,把狀态位改為true
bDrawBox = true;
break;
}
}
//判斷第i行第j列應該畫什麼
if (1 == arrMap[i][j])//把數字為1的地方替換為■,作為牆壁
{
cout << "■";
}
else if (i == player.nRow && j == player.nCol)//如果目前的行為玩家的行,目前的列為玩家的列(目前的位置為玩家的位置)
{
cout << "人";
}
else if (bDrawBox)//狀态位為true,執行畫箱子的操作
{
cout << "箱";
}
/*
else if (i == arrBox[k].nBoxRow && j == arrBox[k].nBoxCol)
{
cout << "箱";
}
*/
else
{
cout << " ";//數字為0的地方設為空格
}
}
cout << endl;//換行,排列成二維數組的形狀
}
}
//設定界面
if (2 == nGameState)
{
if (KEY_DOWN(VK_SPACE))
{
nGameState = 0;
}
cout << "我是設定頁面" << endl;
}
//退出界面
else if (3 == nGameState)
{
if (KEY_DOWN(VK_SPACE))
{
nGameState = 0;
}
cout << "我是退出頁面" << endl;
}
system("cls");//系統清屏
}
system("pause");
return 0;
}