实现画出箱子,人推箱子,箱子和人不能撞墙;
做三个箱子,当两个箱子时不能推。
注意将变量换成结构体中的对象属性(如nPlayerRow 换成 player.nRow)
增加箱子的数量为3
注意:当箱子撞墙时,箱子和玩家均返回备份坐标。
当两个箱子相撞时,两个箱子与玩家均返回备份坐标。
// 2021.2.25(推箱子).cpp : 定义控制台应用程序的入口点。
#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;//用于控制箭头
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 ;
};
//玩家的定义
SPlayer player;
SBox box;
SBox box2;
SBox box3;
//玩家对象属性的访问:对象名.属性名
player.nRow = 7;//定义玩家的行
player.nCol = 10;//定义玩家的列
player.nRowBk = 0;
player.nColBk = 0;
box.nBoxRow = 3;//定义箱子的行
box.nBoxCol = 8;
box.nBoxRowBk = 0;
box.nBoxColBk = 0;
box2.nBoxRow = 6;//定义箱子的行
box2.nBoxCol = 8;
box2.nBoxRowBk = 0;
box2.nBoxColBk = 0;
box3.nBoxRow = 5;//定义箱子的行
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)//用于进行循环刷新
{
//菜单界面
if (0 == nGameState)//如果界面的值为0,当前为菜单界面
{
if (KEY_DOWN(VK_DOWN))//检测是否按下向下箭头
{
nMenuState++;//控制箭头的值增加1
if (nMenuState > 2)//因为菜单一共只有三个选项,所以当控制箭头的数量大于2时,重新赋值为0,返回到箭头的初始位置
{
nMenuState = 0;
}
}
else if (KEY_DOWN(VK_UP))//同上
{
nMenuState--;
if (nMenuState < 0)
{
nMenuState = 2;
}
}
if (KEY_DOWN(VK_RETURN))//检测是否按下Enter键
{
if (0 == nMenuState)//如果当前箭头位置为游戏开始
{
nGameState = 1;//设置界面的值为1,从菜单界面切换为地图界面
}
else if (1 == nMenuState)//如果当前箭头位置为游戏设置
{
nGameState = 2;//设置界面的值为2,从菜单界面切换为游戏设置界面
}
else if (2 == nMenuState){
nGameState = 3;
}
}
//画出菜单
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;//因为放在while(true)里面,所以这里会一直运行
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
if (0 == nMenuState)//画箭头位置
{
cout << "■■■ ->游戏开始 ■■■" << endl;
cout << "■■■ 游戏设置 ■■■" << endl;
cout << "■■■ 游戏退出 ■■■" << endl;
}
else if (1 == nMenuState)
{
cout << "■■■ 游戏开始 ■■■" << endl;
cout << "■■■ ->游戏设置 ■■■" << endl;
cout << "■■■ 游戏退出 ■■■" << endl;
}
else if (2 == nMenuState){
cout << "■■■ 游戏开始 ■■■" << endl;
cout << "■■■ 游戏设置 ■■■" << endl;
cout << "■■■ ->游戏退出 ■■■" << endl;
}
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
}
//地图界面
if (1 == nGameState)
{
//在玩家移动前对坐标进行备份,把坐标赋给值的变量
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))//按空格键
{
nGameState = 0;//返回菜单界面
}
//数据更新,要在渲染的前面
//设置按键让小人移动
if (KEY_DOWN(VK_UP))
{
player.nRow--;//玩家向上移动,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++;
}
//检测玩家是否撞墙
if (1 == arrMap[player.nRow][player.nCol]) //当玩家的值为1
{
player.nRow = player.nRowBk;//把现在玩家的值赋值给之前的索引,nPlayerRow = 3,位置不变
player.nCol = player.nColBk;
}
//实现玩家推箱子
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);
}
//检测箱子是否撞墙
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;
}
//检测是否两个箱子相遇
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;//玩家位置不变
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;//玩家位置不变
player.nCol = player.nColBk;
}
//渲染
//二维数组的遍历
for (int i = 0; i < 15; i++) //行数为15
{
for (int j = 0; j < 20; j++)//列数为20
{
//判断第i行第j列应该画什么
if (1 == arrMap[i][j])//把数字为1的地方替换为■,作为墙壁
{
cout << "■";
}
else if (i == player.nRow && j == player.nCol)//如果当前的行为玩家的行,当前的列为玩家的列(当前的位置为玩家的位置)
{
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 << " ";//数字为0的地方设为空格
}
}
cout << endl;//换行,排列成二维数组的形状
}
}
//设置界面
if (2 == nGameState)
{
if (KEY_DOWN(VK_SPACE))
{
nGameState = 0;
}
cout << "我是设置页面" << endl;
}
//退出界面
else if (3 == nGameState)
{
if (KEY_DOWN(VK_SPACE))
{
nGameState = 0;
}
cout << "我是退出页面" << endl;
}
system("cls");//系统清屏
}
system("pause");
return 0;
}
代码优化版:优化了重复代码的处理(使用for循环)
注意:bool判断的使用 偏移量的概念
// 推箱子(三个箱子重复代码优化版).cpp : 定义控制台应用程序的入口点。
//
// 2021.2.25(推箱子).cpp : 定义控制台应用程序的入口点。
//实现画出箱子,人推箱子,箱子和人不能撞墙;做三个箱子,当两个箱子时不能推。 注意将变量换成结构体中的对象属性(如nPlayerRow 换成 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;//用于控制箭头
int nGameState = 0;//
//定义玩家的结构体
struct SPlayer
{
int nRow;
int nCol;
int nRowBk;
int nColBk;
};
//玩家的定义
SPlayer player;
//玩家对象属性的访问:对象名.属性名
player.nRow = 7;//定义玩家的行
player.nCol = 10;//定义玩家的列
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;//定义箱子的行
box.nBoxCol = 8;
box.nBoxRowBk = 0;
box.nBoxColBk = 0;
box2.nBoxRow = 6;//定义箱子的行
box2.nBoxCol = 8;
box2.nBoxRowBk = 0;
box2.nBoxColBk = 0;
box3.nBoxRow = 5;//定义箱子的行
box3.nBoxCol = 9;
box3.nBoxRowBk = 0;
box3.nBoxColBk = 0;
*/
struct SBox
{
int nBoxRow;
int nBoxCol;
int nBoxRowBk;
int nBoxColBk;
};
//因为箱子的数量有多个,定义为数组
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;因为它是一个未定值
}
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)//用于进行循环刷新
{
//菜单界面
if (0 == nGameState)//如果界面的值为0,当前为菜单界面
{
if (KEY_DOWN(VK_DOWN))//检测是否按下向下箭头
{
nMenuState++;//控制箭头的值增加1
if (nMenuState > 2)//因为菜单一共只有三个选项,所以当控制箭头的数量大于2时,重新赋值为0,返回到箭头的初始位置
{
nMenuState = 0;
}
}
else if (KEY_DOWN(VK_UP))//同上
{
nMenuState--;
if (nMenuState < 0)
{
nMenuState = 2;
}
}
if (KEY_DOWN(VK_RETURN))//检测是否按下Enter键
{
if (0 == nMenuState)//如果当前箭头位置为游戏开始
{
nGameState = 1;//设置界面的值为1,从菜单界面切换为地图界面
}
else if (1 == nMenuState)//如果当前箭头位置为游戏设置
{
nGameState = 2;//设置界面的值为2,从菜单界面切换为游戏设置界面
}
else if (2 == nMenuState){
nGameState = 3;
}
}
//画出菜单
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;//因为放在while(true)里面,所以这里会一直运行
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
if (0 == nMenuState)//画箭头位置
{
cout << "■■■ ->游戏开始 ■■■" << endl;
cout << "■■■ 游戏设置 ■■■" << endl;
cout << "■■■ 游戏退出 ■■■" << endl;
}
else if (1 == nMenuState)
{
cout << "■■■ 游戏开始 ■■■" << endl;
cout << "■■■ ->游戏设置 ■■■" << endl;
cout << "■■■ 游戏退出 ■■■" << endl;
}
else if (2 == nMenuState){
cout << "■■■ 游戏开始 ■■■" << endl;
cout << "■■■ 游戏设置 ■■■" << endl;
cout << "■■■ ->游戏退出 ■■■" << endl;
}
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
cout << "■■■■■■■■■■■■■■■■■■■■" << endl;
}
//地图界面
if (1 == nGameState)
{
//在玩家移动前对坐标进行备份,把坐标赋给值的变量
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))//按空格键
{
nGameState = 0;//返回菜单界面
}
//数据更新,要在渲染的前面
//设置按键让小人移动
if (KEY_DOWN(VK_UP))
{
player.nRow--;//玩家向上移动,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++;
}
//检测玩家是否撞墙
if (1 == arrMap[player.nRow][player.nCol]) //当玩家的值为1
{
player.nRow = player.nRowBk;//把现在玩家的值赋值给之前的索引,nPlayerRow = 3,位置不变
player.nCol = player.nColBk;
}
//实现玩家推箱子
/*
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);
}
}
//检测箱子是否撞墙
/*
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;
}
}
//检测是否两个箱子相遇
/*
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;//玩家位置不变
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;//玩家位置不变
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
//二维数组的遍历
for (int i = 0; i < 15; i++) //行数为15
{
for (int j = 0; j < 20; j++)//列数为20
{
//else if中不能有for循环,但是又需要画多个箱子
//用一个bool值判断是否画箱子
bool bDrawBox = false;
for (int k = 0; k < 3;k++)
{
if (i == arrBox[k].nBoxRow && j == arrBox[k].nBoxCol) //当箱子的行为当前的行,列为当前的列,画箱子
{
//由于这里不能直接画箱子,因为画箱子要放在else if的条件中,所以定义一个状态位,把状态位改为true
bDrawBox = true;
break;
}
}
//判断第i行第j列应该画什么
if (1 == arrMap[i][j])//把数字为1的地方替换为■,作为墙壁
{
cout << "■";
}
else if (i == player.nRow && j == player.nCol)//如果当前的行为玩家的行,当前的列为玩家的列(当前的位置为玩家的位置)
{
cout << "人";
}
else if (bDrawBox)//状态位为true,执行画箱子的操作
{
cout << "箱";
}
/*
else if (i == arrBox[k].nBoxRow && j == arrBox[k].nBoxCol)
{
cout << "箱";
}
*/
else
{
cout << " ";//数字为0的地方设为空格
}
}
cout << endl;//换行,排列成二维数组的形状
}
}
//设置界面
if (2 == nGameState)
{
if (KEY_DOWN(VK_SPACE))
{
nGameState = 0;
}
cout << "我是设置页面" << endl;
}
//退出界面
else if (3 == nGameState)
{
if (KEY_DOWN(VK_SPACE))
{
nGameState = 0;
}
cout << "我是退出页面" << endl;
}
system("cls");//系统清屏
}
system("pause");
return 0;
}