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[开源]C++实现控制台随机迷宫

2021-08-16 13:05 1061 查看

我全程使用TCHAR系列函数,亲测可以不改动代码兼容Unicode/ANSI开发环境,功能正常。大概有100行代码是来自网络的,我也做了改动,侵权请联系删除。本文作者szx0427,只发布于CSDN博客园

这个代码不能算是完美,还是会有轻微的闪屏现象,懒得再加双缓存了,大家可以自行修改。这里用的是SetConsoleCursorPosition函数和cls刷新屏幕。

好了,上代码!VS2015编译通过无警告。其他版本应该也没问题

// C++ Maze main code
// Copyright (c) 2020 szx0427

#include <cstdio>
#include <Windows.h>
#include <conio.h>
#include <tchar.h>
#include <ctime>
using namespace std;

#ifdef _UNICODE
#include <io.h>
#include <fcntl.h>
#define CH_RECT   L'■' // a rectangle (wall)
#define CH_PLAYER L'○' // a circle (player)
#define CH_SPACE  L' ' // a space (route)
#else
#define CH_RECT   '#'
#define CH_PLAYER 'O'
#define CH_SPACE  ' '
#endif // _UNICODE

#define LENGTH (30 + 2 * 2)
#define WALL   0
#define ROUTE  1
#define PLAYER 2

static UINT   g_Rank  = 0;
static SHORT  g_lives = 3;
static BOOL** g_maze  = nullptr;

void _Create(
__in    const int x,
__in    const int y );

void _Print(void);

int _CreateAndPrint(void);

inline void _die(void)
{
--g_lives;
for (int n = 1; n <= 2; n++) {
_tsystem(_T("color fc"));
Sleep(70);
_tsystem(_T("color 07"));
Sleep(70);
}
}

int _tmain(void)
{
CONSOLE_CURSOR_INFO cci;
GetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cci);
cci.bVisible = false;
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cci);

#ifdef _UNICODE
_setmode(_fileno(stdout), _O_U16TEXT);
#endif // _UNICODE

srand((UINT)time(NULL));
int k;

start:
k = _CreateAndPrint();

TCHAR ch;
bool bExit = false;
bool bWin = false;
int x = 2, y = 1;
while (!bExit && g_lives >= 0 && !bWin) {
ch = _gettch();
switch (ch) {
case _T('R'):
case _T('r'):
_tsystem(_T("cls"));
x = 2; y = 1;
for (int l = 0; l < LENGTH; l++) {
free(g_maze[l]);
}
free(g_maze);
k = _CreateAndPrint();
break;
case VK_ESCAPE:
bExit = true;
break;
case TCHAR(0xE0):
switch (ch = _gettch()) {
case TCHAR(72):
if (g_maze[x - 1][y] != WALL) {
g_maze[x][y] = ROUTE;
--x;
g_maze[x][y] = PLAYER;
} else {
_die();
} break;
case TCHAR(80):
if (g_maze[x + 1][y] != WALL) {
g_maze[x][y] = ROUTE;
++x;
g_maze[x][y] = PLAYER;
} else {
_die();
} break;
case TCHAR(75):
if (g_maze[x][y - 1] != WALL && !(x == 2 && y == 1)) {
g_maze[x][y] = ROUTE;
--y;
g_maze[x][y] = PLAYER;
} else {
_die();
} break;
case TCHAR(77):
if (g_maze[x][y + 1] != WALL) {
g_maze[x][y] = ROUTE;
++y;
g_maze[x][y] = PLAYER;
} else {
_die();
} break;
default: break;
}
if (x == k && y == LENGTH - 2) {
bWin = true;
}
_Print();
break;

default: break;
}
}

x = 2; y = 1;

for (int l = 0; l < LENGTH; l++) {
free(g_maze[l]);
}
free(g_maze);

if (g_lives == -1) {
_tsystem(_T("cls"));
_putts(_T("你撞墙次数超过限制,本局游戏失败!"));
_putts(_T("如果要再开局,请按下[R]键!否则,按下其他键以退出!"));
ch = _gettch();
if (ch == 'R' || ch == 'r') {
goto start;
}
} else if (bWin) {
_tsystem(_T("cls"));
_putts(_T("恭喜,你赢了!是否要再来一局?"));
_putts(_T("如果要再开局,请按下[R]键!否则,按下其他键以退出!"));
ch = _gettch();
if (ch == 'R' || ch == 'r') {
goto start;
}
}

return 0;
}

void _Create(const int x, const int y)
{

g_maze[x][y] = ROUTE;

int dict[4][2] = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 } };

int r, tmp;
for (int i = 0; i < 4; i++) {
r = rand() % 4;
tmp = dict[0][0];
dict[0][0] = dict[r][0];
dict[r][0] = tmp;
tmp = dict[0][1];
dict[0][1] = dict[r][1];
dict[r][1] = tmp;
}

int dx, dy, range, count;
for (int j = 0; j < 4; j++) {
dx = x;
dy = y;
range = 1 + (g_Rank == 0 ? 0 : rand() % g_Rank);
while (range > 0) {
dx += dict[j][0];
dy += dict[j][1];

if (g_maze[dx][dy] == ROUTE) {
break;
}

count = 0;
for (int k = dx - 1; k < dx + 2; k++) {
for (int l = dy - 1; l < dy + 2; l++) {
if (abs(k - dx) + abs(l - dy) == 1 && g_maze[k][l] == ROUTE) {
count++;
}
}
}

if (count > 1) {
break;
}

--range;
g_maze[dx][dy] = ROUTE;
}

if (range <= 0) {
_Create(dx, dy);
}
}
}

int _CreateAndPrint(void)
{
_tprintf(_T("正在分配内存..."));

g_maze = (int**)malloc(LENGTH * sizeof(int*));
for (int i = 0; i < LENGTH; i++) {
g_maze[i] = (int*)calloc(LENGTH, sizeof(int));
}

_tprintf(_T("完成!\n"));

_tprintf(_T("正在加载迷宫..."));

g_lives = 3;

for (int j = 0; j < LENGTH; j++) {
g_maze[j][0] = ROUTE;
g_maze[0][j] = ROUTE;
g_maze[j][LENGTH - 1] = ROUTE;
g_maze[LENGTH - 1][j] = ROUTE;
}

_Create(2, 2);
g_maze[2][1] = PLAYER;

int k;
for (k = LENGTH - 3; k >= 0; k--) {
if (g_maze[k][LENGTH - 3] == ROUTE) {
g_maze[k][LENGTH - 2] = ROUTE;
break;
}
}

_tprintf(_T("完成!\n"));
_Print();

return k;
}

void _Print(void)
{
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), { 0, 0 });

for (int x = 0; x < LENGTH; x++) {
for (int y = 0; y < LENGTH; y++) {
switch (g_maze[x][y]) {
case ROUTE:
_puttch(CH_SPACE); break;
case WALL:
_puttch(CH_RECT); break;
case PLAYER:
_puttch(CH_PLAYER); break;
default: break;
}
}
_tprintf(_T("\n"));
}

_putts(_T("上下左右方向键用来移动,按Esc可退出,按R重新开局。"));
_tprintf(_T("剩余可撞墙次数:%d"), g_lives);
}

这是C风格的代码。因为用到了内联函数等C特性,可能不能直接兼容C语言环境,但是稍作改动即可完美兼容。(ps:至少大家不用为字符集设置发愁了 XD)

效果:

其中LENGTH宏规定了边长。这里是30。

想改边长,直接更改那个30就可以了。

其中全局变量

g_Rank
规定了难度,数值越小难度越大,最小值为0。

也是一样,改难度直接改这个就OK。

有什么问题和建议,欢迎大家指正!!!!

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