随机生成的关卡未显示。邪恶的猴子教程
您好,我用 3D Buzz 教程 制作了一个关卡生成器,名为 Evil Monkeys。 我生成了一个关卡,但无法将其绘制在屏幕上。
我的代码:
Level.cpp
#include "Level.h"
#include <stdlib.h>
#include "Sprite.h"
Level::Level(drawEngine *de, int w, int h)
{
drawArea = de;
width = w;
height = h;
gamer = 0;
//create memory for our level
level = new char *[width];
for(int x = 0; x < width; x++)
{
level[x] = new char[height];
}
//create the level
createLevel();
drawArea->setMap(level);
}
Level::~Level()
{
for(x = 0; x < width; x++)
delete []level[x];
delete [] level;
}
void Level::createLevel(void)
{
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
int random = rand() % 100;
if (y == 0 || y == height - 1 || x == 0 || x == width - 1)
{
level[x][y] = TILE_WALL;
}
else
{
if (random < 90 || (x < 3 && y < 3))
level[x][y] = TILE_EMPTY;
else
level[x][y] = TILE_WALL;
}
}
}
}
void Level::draw(void)
{
// level to be drawn here
drawArea->drawBackground();
}
Level.h
#ifndef LEVEL_H
#define LEVEL_H
enum
{
TILE_EMPTY,
TILE_WALL
};
#include "drawEngine.h"
class Character;
class Level
{
public:
Level(drawEngine *de, int width = 30, int height = 20);
~Level();
int x;
int y;
void addPlayer(Character *p);
void update(void);
void draw(void);
bool keyPress(char c);
protected:
void createLevel(void);
private:
int width;
int height;
char **level;
Character *gamer;
drawEngine *drawArea;
};
#endif
Game.cpp
#include "Game.h"
#include <conio.h>
#include <iostream>
#include "drawEngine.h"
#include "Character.h"
#include <windows.h>
using namespace std;
//this will give ME 32 fps
#define GAME_SPEED 25.33
bool Runner::run()
{
level = new Level(&drawArea, 30, 20);
drawArea.createBackgroundTile(TILE_EMPTY, ' ');
drawArea.createBackgroundTile(TILE_WALL, '+');
drawArea.createSprite(0, '$');
gamer = new Character(&drawArea, 0);
level->draw();
char key = ' ';
startTime = timeGetTime();
frameCount = 0;
lastTime = 0;
posX = 0;
while (key != 'q')
{
while(!getInput(&key))
{
timerUpdate();
}
//gamer->keyPress(key);
//cout << "Here's what you pressed: " << key << endl;
}
delete gamer;
cout << frameCount / ((timeGetTime() - startTime) / 100) << " fps " << endl;
cout << "Game Over" << endl;
return true;
}
bool Runner::getInput(char *c)
{
if (kbhit())
{
*c = getch();
return true;
}
}
void Runner::timerUpdate()
{
double currentTime = timeGetTime() - lastTime;
if (currentTime < GAME_SPEED)
return;
frameCount++;
lastTime = timeGetTime();
}
game.h
#ifndef GAME_H
#define GAME_H
#include "drawEngine.h"
#include "Sprite.h"
#include "Character.h"
#include "level.h"
class Runner
{
public:
bool run();
Runner(){};
protected:
bool getInput(char *c);
void timerUpdate();
private:
Level *level;
Character* gamer;
double frameCount;
double startTime;
double lastTime;
int posX;
drawEngine drawArea;
};
#endif
drawEngine.cpp
#include <iostream>
#include "drawEngine.h"
#include <windows.h>
using namespace std;
drawEngine::drawEngine(int index, int xSize, int ySize, int x, int y)
{
screenWidth = x;
screenHeight = y;
map = 0;
//set cursor visibility to false
//cursorVisibility(false);
}
drawEngine::~drawEngine()
{
cursorVisibility(true);
//set cursor visibility to true
}
int drawEngine::createSprite(int index, char c)
{
if (index >= 0 && index < 16)
{
spriteImage[index] = c;
return index;
}
return -1;
}
void drawEngine::deleteSprite(int index)
{
// in this implemantation we don't need it
}
void drawEngine::drawSprite(int index, int posX, int posY)
{
//go to the correct location
gotoxy (index, posX, posY);
// draw the sprite
cout << spriteImage[index];
cursorVisibility(false);
}
void drawEngine::eraseSprite(int index, int posX, int posY)
{
gotoxy (index, posX, posY);
cout << ' ';
}
void drawEngine::setMap(char **data)
{
map = data;
}
void drawEngine::createBackgroundTile(int index, char c)
{
if (index >= 0 && index < 16)
{
tileImage[index] = c;
}
}
void drawEngine::drawBackground(void)
{
if(map)
{
for(int y = 0; y < screenHeight; y++)
{
gotoxy(0,y, 0);
for(int x = 0; x < screenWidth; x++)
cout << tileImage[map[x][y]];
}
}
}
void drawEngine::gotoxy(int index, int x, int y)
{
HANDLE output_handle;
COORD pos;
pos.X = x;
pos.Y = y;
output_handle = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(output_handle, pos);
}
void drawEngine::cursorVisibility(bool visibility)
{
HANDLE output_handle;
CONSOLE_CURSOR_INFO cciInfo;
cciInfo.dwSize = 1;
cciInfo.bVisible = visibility;
output_handle = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorInfo(output_handle, &cciInfo);
}
drawEngine.h
#ifndef DRAWENGINE_H
#define DRAWENGINE_H
class drawEngine
{
public:
drawEngine(int index, int xSize = 30, int ySize = 20, int x = 0, int y = 0);
~drawEngine();
drawEngine(){};
int createSprite(int index, char c);
void deleteSprite(int index);
void eraseSprite(int index, int posX, int posY);
void createBackgroundTile(int index, char c);
void drawSprite(int index, int posX, int posY);
void drawBackground(void);
void setMap(char **);
protected:
char **map;
int screenWidth, screenHeight;
char spriteImage[16];
char tileImage[16];
private:
void gotoxy(int index, int x, int y);
void cursorVisibility(bool visibility);
};
#endif
如果您需要的话,我还有 Sprite.cpp、Sprite.h、Character.h、Character.cpp 和 main.cpp
Hi I made a level generator with a 3D Buzz tutorial called Evil Monkeys.
I generated a level but I can't get it to draw on the screen.
My code:
Level.cpp
#include "Level.h"
#include <stdlib.h>
#include "Sprite.h"
Level::Level(drawEngine *de, int w, int h)
{
drawArea = de;
width = w;
height = h;
gamer = 0;
//create memory for our level
level = new char *[width];
for(int x = 0; x < width; x++)
{
level[x] = new char[height];
}
//create the level
createLevel();
drawArea->setMap(level);
}
Level::~Level()
{
for(x = 0; x < width; x++)
delete []level[x];
delete [] level;
}
void Level::createLevel(void)
{
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
int random = rand() % 100;
if (y == 0 || y == height - 1 || x == 0 || x == width - 1)
{
level[x][y] = TILE_WALL;
}
else
{
if (random < 90 || (x < 3 && y < 3))
level[x][y] = TILE_EMPTY;
else
level[x][y] = TILE_WALL;
}
}
}
}
void Level::draw(void)
{
// level to be drawn here
drawArea->drawBackground();
}
Level.h
#ifndef LEVEL_H
#define LEVEL_H
enum
{
TILE_EMPTY,
TILE_WALL
};
#include "drawEngine.h"
class Character;
class Level
{
public:
Level(drawEngine *de, int width = 30, int height = 20);
~Level();
int x;
int y;
void addPlayer(Character *p);
void update(void);
void draw(void);
bool keyPress(char c);
protected:
void createLevel(void);
private:
int width;
int height;
char **level;
Character *gamer;
drawEngine *drawArea;
};
#endif
Game.cpp
#include "Game.h"
#include <conio.h>
#include <iostream>
#include "drawEngine.h"
#include "Character.h"
#include <windows.h>
using namespace std;
//this will give ME 32 fps
#define GAME_SPEED 25.33
bool Runner::run()
{
level = new Level(&drawArea, 30, 20);
drawArea.createBackgroundTile(TILE_EMPTY, ' ');
drawArea.createBackgroundTile(TILE_WALL, '+');
drawArea.createSprite(0, '
game.h
#ifndef GAME_H
#define GAME_H
#include "drawEngine.h"
#include "Sprite.h"
#include "Character.h"
#include "level.h"
class Runner
{
public:
bool run();
Runner(){};
protected:
bool getInput(char *c);
void timerUpdate();
private:
Level *level;
Character* gamer;
double frameCount;
double startTime;
double lastTime;
int posX;
drawEngine drawArea;
};
#endif
drawEngine.cpp
#include <iostream>
#include "drawEngine.h"
#include <windows.h>
using namespace std;
drawEngine::drawEngine(int index, int xSize, int ySize, int x, int y)
{
screenWidth = x;
screenHeight = y;
map = 0;
//set cursor visibility to false
//cursorVisibility(false);
}
drawEngine::~drawEngine()
{
cursorVisibility(true);
//set cursor visibility to true
}
int drawEngine::createSprite(int index, char c)
{
if (index >= 0 && index < 16)
{
spriteImage[index] = c;
return index;
}
return -1;
}
void drawEngine::deleteSprite(int index)
{
// in this implemantation we don't need it
}
void drawEngine::drawSprite(int index, int posX, int posY)
{
//go to the correct location
gotoxy (index, posX, posY);
// draw the sprite
cout << spriteImage[index];
cursorVisibility(false);
}
void drawEngine::eraseSprite(int index, int posX, int posY)
{
gotoxy (index, posX, posY);
cout << ' ';
}
void drawEngine::setMap(char **data)
{
map = data;
}
void drawEngine::createBackgroundTile(int index, char c)
{
if (index >= 0 && index < 16)
{
tileImage[index] = c;
}
}
void drawEngine::drawBackground(void)
{
if(map)
{
for(int y = 0; y < screenHeight; y++)
{
gotoxy(0,y, 0);
for(int x = 0; x < screenWidth; x++)
cout << tileImage[map[x][y]];
}
}
}
void drawEngine::gotoxy(int index, int x, int y)
{
HANDLE output_handle;
COORD pos;
pos.X = x;
pos.Y = y;
output_handle = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(output_handle, pos);
}
void drawEngine::cursorVisibility(bool visibility)
{
HANDLE output_handle;
CONSOLE_CURSOR_INFO cciInfo;
cciInfo.dwSize = 1;
cciInfo.bVisible = visibility;
output_handle = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorInfo(output_handle, &cciInfo);
}
drawEngine.h
#ifndef DRAWENGINE_H
#define DRAWENGINE_H
class drawEngine
{
public:
drawEngine(int index, int xSize = 30, int ySize = 20, int x = 0, int y = 0);
~drawEngine();
drawEngine(){};
int createSprite(int index, char c);
void deleteSprite(int index);
void eraseSprite(int index, int posX, int posY);
void createBackgroundTile(int index, char c);
void drawSprite(int index, int posX, int posY);
void drawBackground(void);
void setMap(char **);
protected:
char **map;
int screenWidth, screenHeight;
char spriteImage[16];
char tileImage[16];
private:
void gotoxy(int index, int x, int y);
void cursorVisibility(bool visibility);
};
#endif
I've also got Sprite.cpp, Sprite.h, Character.h,Character.cpp and main.cpp if you need them
);
gamer = new Character(&drawArea, 0);
level->draw();
char key = ' ';
startTime = timeGetTime();
frameCount = 0;
lastTime = 0;
posX = 0;
while (key != 'q')
{
while(!getInput(&key))
{
timerUpdate();
}
//gamer->keyPress(key);
//cout << "Here's what you pressed: " << key << endl;
}
delete gamer;
cout << frameCount / ((timeGetTime() - startTime) / 100) << " fps " << endl;
cout << "Game Over" << endl;
return true;
}
bool Runner::getInput(char *c)
{
if (kbhit())
{
*c = getch();
return true;
}
}
void Runner::timerUpdate()
{
double currentTime = timeGetTime() - lastTime;
if (currentTime < GAME_SPEED)
return;
frameCount++;
lastTime = timeGetTime();
}
game.h
drawEngine.cpp
drawEngine.h
I've also got Sprite.cpp, Sprite.h, Character.h,Character.cpp and main.cpp if you need them
好的,我通过了代码并发现了一个问题。
Runner
类封装了一个drawEngine
对象。在Runner
的构造函数中,调用了drawEngine
的默认函数,它没有设置sceenWidth
和screenHeight的值
(或任何其他成员)。幸运的是,在调试模式下,它们默认为0xcccccccc
(负数),因此您可以drawBackground
立即返回(Visual Studio 2010)。您应该更改该 c'tor(甚至删除它)并在运行程序的构造函数中正确初始化引擎,例如:
此外,在循环中使用
x
和y
成员在drawBackground
中。您应该分别使用screenWidth
和screenWidth
。顺便说一句,我不知道drawEngine
中的 x 和 y 应该是什么更新:
gotoxy
调用中的 x 和 y 坐标>drawBackground 混合在一起,因此您将所有内容都绘制在同一行上。顺便说一句:index
有什么用?Ok, I made it through the code and found one issue. The
Runner
class encapsulates adrawEngine
object. At the constructor ofRunner
, the default c'tor ofdrawEngine
is called, which doesn't set values forsceenWidth
andscreenHeight
(or any other member). Luckily in debug mode, they are defaulted to0xcccccccc
which is negative so you'redrawBackground
returns immediately (Visual Studio 2010).You should change that c'tor (or even remove it) and corretly initialize the engine in runner's constructor, e.g.:
Further, the
x
andy
members are used in the loops indrawBackground
. You should usescreenWidth
andscreenWidth
, resp. BTW, I don't know what x and y should be indrawEngine
UPDATE: The x and y coordinates at the
gotoxy
call indrawBackground
are mixed up, so you draw everything on the same line. BTW: what isindex
used for?