应之前承诺,现将其模块化了一下,不过还是很菜,主要的都还是没有改,先这样吧。以后有时间和实力再继续更新。

主函数

#include<iostream>
#include<windows.h>
#include "Map.h"
#include "GameMenu.h"
#include "ChooseRoom.h"#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;//定义选关设置
int nSetState = 1;
//定义菜单状况
int nMenuState = 1;
//定义选关情况
bool bslect = false;int main() {{memcpy(Array, Array1, sizeof(Array));while (1) {if (3 == nMenuState && KEY_DOWN(VK_RETURN)) {  //可以return 0;}else if (2 == nMenuState && KEY_DOWN(VK_RETURN)) {SetChoise();if (bslect) {Map();}else {Menu();}}else if (1 == nMenuState && KEY_DOWN(VK_RETURN)) {Map();}else {Menu();}}system("pause");return 0;}
}

游戏菜单

#include<iostream>
#include<windows.h>
#include "GameMenu.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;extern int nMenuState;  //声明定义菜单选项void Menu() {if (KEY_DOWN(VK_UP)) {//cout << "向上被按下" << endl;--nMenuState;if (nMenuState < 1) { nMenuState = 3; }}if (KEY_DOWN(VK_DOWN)) {//cout << "向下被按下" << endl;++nMenuState;if (nMenuState > 3) { nMenuState = 1; }}switch (nMenuState) {case 1: system("cls");cout << "********游戏界面菜单********" << endl;cout << "    -> 1、游戏开始" << endl;cout << "       2、游戏设置" << endl;cout << "       3、退出游戏" << endl << endl;cout << " -> 按小键盘↑↓←→移动 <- " << endl;cout << " ->     按回车键进入     <- " << endl;cout << " -> 按F1 F2 F3可切换关卡 <- " << endl;system("pause");break;case 2: system("cls");cout << "********游戏界面菜单********" << endl;cout << "       1、游戏开始" << endl;cout << "    -> 2、游戏设置" << endl;cout << "       3、退出游戏" << endl << endl;cout << " -> 按小键盘↑↓←→移动 <- " << endl;cout << " ->     按回车键进入     <- " << endl;cout << " -> 按F1 F2 F3可切换关卡 <- " << endl;system("pause");break;case 3: system("cls");cout << "********游戏界面菜单********" << endl;cout << "       1、游戏开始" << endl;cout << "       2、游戏设置" << endl;cout << "    -> 3、退出游戏" << endl << endl;cout << " -> 按小键盘↑↓←→移动 <- " << endl;cout << " ->     按回车键进入     <- " << endl;cout << " -> 按F1 F2 F3可切换关卡 <- " << endl;system("pause");break;}
}

菜单头文件

#pragma once
void Menu();

地图

#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#include "JudgeWin.h"
#include "F1F2F3.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;//定义关卡状态
int PassState = 1;
//extern Player splayer;int Array1[15][20] = {{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },{ 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 },{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },{ 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 },
};
int Array2[15][20] = {{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },{ 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 },{ 1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1 },{ 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 },
};
int Array3[15][20] = {{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1 },{ 1,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1 },{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
};
int Array[15][20] = {};void Map() {while (1) {system("cls");PlayerMove();BoxMove();JudgeWin();FChoose();if(0 == AllOver()){break;}//打印地图for (int i = 0; i < 15; i++) {for (int j = 0; j < 20; j++) {bool bDrawBox = false;  //判断箱子for (int m = 0; m < 3; m++) {if (i == sbox[m].box_x && j == sbox[m].box_y) {bDrawBox = true;break;}}bool bDrawDes = false;  //判断坑for (int m = 0; m < 3; m++) {if (i == sdestinate[m].Des_x && j == sdestinate[m].Des_y) {bDrawDes = true;break;}}if (1 == Array[i][j]) {cout << "■";}else if (i == splayer.P_row && j == splayer.P_col) {cout << "♀";}else if (true == bDrawBox) {  //将true放在前面,不然出现全是箱子都不知道怎么错的……cout << "箱";}else if (true == bDrawDes) {cout << "坑";}else {cout << "  ";}}cout << endl;}system("pause");}
}

地图头文件

//#pragma once#ifndef Map_h
#define Map_h
void Map();extern int PassState;
extern int Array1[15][20];
extern int Array2[15][20];
extern int Array3[15][20];
extern int Array[15][20];#endif

玩家

#include<iostream>
#include<windows.h>
#include "Player.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;
//Player splayer(1, 1); //初始化玩家坐标
Player splayer = { 1,1 };

玩家头文件

//#pragma once
#ifndef Player_h
#define Player_h
struct Player {int P_row;int P_col;int P_rowBk;int P_colBk;Player() {P_row = 0;P_col = 0;P_rowBk = 0;P_colBk = 0;}Player(int x = 10, int y = 10) {P_row = x;P_col = y;P_rowBk = x;P_colBk = y;}void BackUp() {P_rowBk = P_row;P_colBk = P_col;}void restore() {P_row = P_rowBk;P_col = P_colBk;}
};extern Player splayer;
#endif

箱子

#include<iostream>
#include<windows.h>
#include "Box.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;//第一关箱子坐标初始化
Box sbox[3] = {{ 5,5 },{ 6,6 },{ 7,7 }
};

箱子头文件

//#pragma once
#ifndef Box_h
#define Box_hstruct Box {int box_x;int box_y;int box_xx;//用来备份坐标int box_yy;Box() {box_x = 0;box_y = 0;box_xx = 0;box_yy = 0;}Box(int x = 10, int y = 10) {box_x = x;box_y = y;box_xx = box_x;box_yy = box_y;}void BackUp() {box_xx = box_x;box_yy = box_y;}void restore() {box_x = box_xx;box_y = box_yy;}
};extern Box sbox[3];
#endif

坑位置

#include<iostream>
#include<windows.h>
#include "Prit.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;Destinate sdestinate[3] = {{ 8,8 },{ 9,9 },{ 10,10 }
};

坑头文件

#pragma once
//坑结构体
struct Destinate {int Des_x;int Des_y;Destinate(int a, int b) {Des_x = a;Des_y = b;}
};extern Destinate sdestinate[3];

玩家箱子位置更新

#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;//判断玩家移动
void PlayerMove() {splayer.BackUp();if (KEY_DOWN(VK_UP)) {--splayer.P_row;}if (KEY_DOWN(VK_DOWN)) {++splayer.P_row;}if (KEY_DOWN(VK_LEFT)) {--splayer.P_col;}if (KEY_DOWN(VK_RIGHT)) {++splayer.P_col;}if (1 == Array[splayer.P_row][splayer.P_col]) {//判断玩家是否越墙splayer.restore();}
}
//判断箱子移动
void BoxMove() {for (int i = 0; i < 3; i++) {sbox[i].BackUp();}int skew_x = 0; //临时偏移量int skew_y = 0;for (int s = 0; s < 3; s++) {  //利用坐标偏移量求箱子新位置if (splayer.P_row == sbox[s].box_x && splayer.P_col == sbox[s].box_y) {skew_x = sbox[s].box_x - splayer.P_rowBk;skew_y = sbox[s].box_y - splayer.P_colBk;sbox[s].box_x = sbox[s].box_x + skew_x;sbox[s].box_y = sbox[s].box_y + skew_y;/*sbox[s].restore();*/}}//防止箱子重叠以及玩家进入箱子里for (int a = 0; a < 3; a++) {for (int b = 0; b < 3; b++) {if (a != b && (sbox[a].box_x == sbox[b].box_x && sbox[a].box_y == sbox[b].box_y)) {splayer.restore();sbox[a].restore();}}}//防止箱子越界for (int s = 0; s < 3; s++) { if (1 == Array[sbox[s].box_x][sbox[s].box_y]) {splayer.restore();sbox[s].restore();}}
}

玩家箱子更新头文件

//#pragma once
#ifndef LocationUpdate_h
#define LocationUpdate_hvoid PlayerMove();
void BoxMove();#endif

设置里选关

#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;//定义选关设置
extern int nSetState;//定义选关情况
extern bool bslect;void SetChoise() {while (1) {system("cls");if (KEY_DOWN(VK_UP)) {//cout << "向上被按下" << endl;--nSetState;if (nSetState < 1) { nSetState = 4; }}if (KEY_DOWN(VK_DOWN)) {//cout << "向下被按下" << endl;++nSetState;if (nSetState > 4) { nSetState = 1; }}switch (nSetState) {case 1: cout << "********游戏选关设置********" << endl;cout << "    -> 1、关卡一" << endl;cout << "       2、关卡二" << endl;cout << "       3、关卡三" << endl;cout << "       4、退出  " << endl;system("pause");break;case 2: cout << "********游戏选关设置********" << endl;cout << "       1、关卡一" << endl;cout << "    -> 2、关卡二" << endl;cout << "       3、关卡三" << endl;cout << "       4、退出  " << endl;system("pause");break;case 3: cout << "********游戏选关设置********" << endl;cout << "       1、关卡一" << endl;cout << "       2、关卡二" << endl;cout << "    -> 3、关卡三" << endl;cout << "       4、退出  " << endl;system("pause");break;case 4:cout << "********游戏选关设置********" << endl;cout << "       1、关卡一" << endl;cout << "       2、关卡二" << endl;cout << "       3、关卡三" << endl;cout << "    -> 4、退出  " << endl;system("pause");break;}if (KEY_DOWN(VK_RETURN)) {if (1 == nSetState) {memcpy(Array, Array1, sizeof(Array));splayer.P_row = 1;splayer.P_col = 1;PassState = 1;for (int i = 0; i < 3; i++) {sbox[i].box_x = 5 + i;sbox[i].box_y = 5 + i;sdestinate[i].Des_x = 8 + i;sdestinate[i].Des_y = 8 + i;}bslect = true;}else if (2 == nSetState) {memcpy(Array, Array2, sizeof(Array));splayer.P_row = 1;splayer.P_col = 1;PassState = 2;for (int i = 0; i < 3; i++) {sbox[i].box_x = 5 + i;sbox[i].box_y = 5 + i;sdestinate[i].Des_x = 3 + i;sdestinate[i].Des_y = 3;}bslect = true;}else if (3 == nSetState) {memcpy(Array, Array3, sizeof(Array));splayer.P_row = 1;splayer.P_col = 1;PassState = 3;memcpy(Array, Array3, sizeof(Array));for (int i = 0; i < 3; i++) {sbox[i].box_x = 10;sbox[i].box_y = 7 + i;sdestinate[i].Des_x = 2 + i;sdestinate[i].Des_y = 2;}bslect = true;}else if (4 == nSetState) {bslect = false;/*    return;*/}/*    bslect = true;*/break;}}
}

设置里选关头文件

//#pragma once
#ifndef ChooseRoom_h
#define ChooseRoom_h
void SetChoise();
#endif

F1F2F3选关

#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#include "F1F2F3.h"
#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;void FChoose() {if (KEY_DOWN(VK_F1)) {memcpy(Array, Array1, sizeof(Array));PassState = 1;//更新玩家位置splayer.P_row = 1;splayer.P_col = 1;//更新箱子和坑状态for (int i = 0; i < 3; i++) {sbox[i].box_x = 5 + i;sbox[i].box_y = 5 + i;}}if (KEY_DOWN(VK_F2)) {memcpy(Array, Array2, sizeof(Array));PassState = 2;//更新玩家位置splayer.P_row = 1;splayer.P_col = 1;//更新箱子和坑状态for (int i = 0; i < 3; i++) {sbox[i].box_x = 3 + i;sbox[i].box_y = 5;sdestinate[i].Des_x = 3 + i;sdestinate[i].Des_y = 3;}}if (KEY_DOWN(VK_F3)) {memcpy(Array, Array3, sizeof(Array));PassState = 3;//更新玩家位置splayer.P_row = 1;splayer.P_col = 1;//更新箱子和坑状态for (int i = 0; i < 3; i++) {sbox[i].box_x = 10;sbox[i].box_y = 7 + i;sdestinate[i].Des_x = 2 + i;sdestinate[i].Des_y = 2;}}
}

F1F2F3选关头文件

#pragma once
void FChoose();

胜利判断处理

#include<iostream>
#include<windows.h>
#include "Player.h"
#include "Map.h"
#include "Box.h"
#include "Prit.h"
#include "LocationUpdate.h"
#include "JudgeWin.h"#define KEY_DOWN(vk_code) GetAsyncKeyState(vk_code) & 0x8000 ? 1 : 0
using namespace std;//判断胜利
void JudgeWin() {int nCorrectNum = 0; //判断箱子推到正确位置的数量 每次初始化为0,只当连续加到3时才成功for (int i = 0; i < 3; i++) {for (int j = 0; j < 3; j++) {if (sdestinate[i].Des_x == sbox[j].box_x && sdestinate[i].Des_y == sbox[j].box_y) {++nCorrectNum;break;}}if (3 <= nCorrectNum) {//system("cls");cout << "You Win!" << endl;++PassState;if (2 == PassState) {memcpy(Array, Array2, sizeof(Array));//更新玩家位置splayer.P_row = 1;splayer.P_col = 1;//更新箱子和坑状态for (int i = 0; i < 3; i++) {sbox[i].box_x = 5 + i;sbox[i].box_y = 5 + i;sdestinate[i].Des_x = 3 + i;sdestinate[i].Des_y = 3;}}if (3 == PassState) {splayer.P_row = 1;splayer.P_col = 1;memcpy(Array, Array3, sizeof(Array));for (int i = 0; i < 3; i++) {sbox[i].box_x = 10;sbox[i].box_y = 7 + i;sdestinate[i].Des_x = 2 + i;sdestinate[i].Des_y = 2;}}//system("pause");break;}/*system("pause");*/}}//翻版处理
int AllOver() {if (4 == PassState) {cout << "恭喜通关" << endl;PassState = 1;memcpy(Array, Array1, sizeof(Array));//更新玩家位置splayer.P_row = 1;splayer.P_col = 1;//更新箱子和坑状态for (int i = 0; i < 3; i++) {sbox[i].box_x = 5 + i;sbox[i].box_y = 5 + i;sdestinate[i].Des_x = 8 + i;sdestinate[i].Des_y = 8 + i;}system("pause");return 0;}return 1;
}

胜利判断处理头文件

#pragma once
void JudgeWin();
int AllOver();

第一次分这么多模块来写一个程序,虽然是照着以前的代码改的,但是也遇到了几个困难,在此记录一下。
主要困难就是:编译时老是提示我有重定义,如里面的数组。
出现这种问题的原因就在于我把变量定义在了头文件里,在包含头文件时相当于又定义了一边,所以就重定义了。
虽然有#pragma once

#ifndef  ***
#define ***
******
#endif ***

防治多次定义,但那只是针对一个.cpp文件,在另一个.cpp文件也包含了,即重定义了。
解决方法就是将变量定义在.cpp文件中,然后在头文件中声明为extern。如:extern int PassState;
其它好像就没什么问题了,推荐两篇文章给你们看看,我就是在那里面找到解决方法的。
最好不要在头文件里定义变量,那是非常业余的行为
结构体定义在头文件.h中和定义在.c中的不同考虑

写那么多其实也没什么用,还不如来点实在的。
整个项目地址:百度网盘链接 链接:https://pan.baidu.com/s/1q5Hre3txTUzLfWkLpRT53w
提取码:wgbh
复制这段内容后打开百度网盘手机App,操作更方便哦

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