基本上我有一张藏宝图,用户正试图寻找宝藏。宝藏地图应该用2D阵列打印。我们应该调用函数来随机化宝藏和开始位置,用户每转一圈等等。
我不知道如何在我的函数中声明我的变量。每次写一个函数时我都要重新声明,但是我的教授说我只应该声明一次?
我的教授写的主要功能:
int main()
{
char Map[ROWS][COLS];
int TreasureR, TreasureC;
int StartR, StartC;
int Row, Col;
int NumMoves = 0; // The number of player moves
bool Winner = false;
bool Quit = false;
cout << "This homework was written by Savanna Bruce.\n";
cout << "You are stranded on a desert island with no idea how to survive.\n";
cout << "Fortunately, there are tools to survive and a hidden Treasure!\n";
cout << "Find the Treasure!!!\n\n\n";
// Seed the random number variable
srand (time(NULL));
// Start a New Game or Continue an Old one
InitMap (Map);
// Add code to place the treasure and start
Random();
// Add code to play the game
PlayTurn();
// Print the Map, hide the Treasure
PrintMap(Map, false);
return 0;
}
到目前为止我的功能:
// Name: InitMap
// Description: Initialize the Map with all EMPTY cells
// Return: Nothing
// ---------------------------------------------------
void InitMap(char Map[][COLS])
{
Map = 0;
}
// ---------------------------------------------------
void Random()
{
int TreasureC, TreasureR;
int StartC, StartR;
int Col, Row;
// Set the location of the treasure chest
TreasureC = rand() % COLS; // set to a value in range 0..XDIM-1
TreasureR = rand() % ROWS; // set to a value in range 0..YDIM-1
// Set the starting location of the player
StartC = rand() % COLS; // set to a value in range 0..XDIM-1
StartR = rand() % ROWS; // set to a value in range 0..YDIM-1
Col = StartC;
Row = StartR;
}
void PrintMap(const char Map[][COLS], const bool showTreasure)
{
int TreasureR = 0;
int TreasureC = 0;
for (int row = 0; row < ROWS; row++)
{
for (int col = 0; col < COLS; col++)
{
if ((row == TreasureR && col == TreasureC) && showTreasure == true)
cout << TREASURE;
else
cout << EMPTY;
}
cout << endl;
}
}
全局变量:
const int FAST = 3;
const int SLOW = 5;
const int COLS = 20; // For MAP Size
const int ROWS = 10; // For MAP Size
const int MAX_ROW = ROWS - 1; // valid locations are 0..ROWS - 1
const int MAX_COL = COLS - 1; // valid locations are 0..COLS - 1
const string FILENAME = "Map.txt"; // File to save/load Map from
// Cell types - The Map can have any of these
// characters at a location on a Map.
const char START = 'S';
const char PLAYER = 'P';
const char TREASURE = 'T';
const char EMPTY = '*';
const char VISITED = 'X';
有人可以告诉我这些是否正确以及我是否应该一遍又一遍地宣布我的变量?
答案 0 :(得分:2)
您的问题是您重新开始
int TreasureR, TreasureC;
int StartR, StartC;
int Row, Col;
main
和Random
只需通过引用Random()
传递这些值即可解决您的问题:
void Random(int& TreasureC, int& TreasureR, int& StartC, int& startR, int& Col, int& Row)
{
// Set the location of the treasure chest
TreasureC = rand() % COLS; // set to a value in range 0..XDIM-1
TreasureR = rand() % ROWS; // set to a value in range 0..YDIM-1
// Set the starting location of the player
StartC = rand() % COLS; // set to a value in range 0..XDIM-1
StartR = rand() % ROWS; // set to a value in range 0..YDIM-1
Col = StartC;
Row = StartR;
}
对PrintMap
功能执行相同的操作。
您应该查看understanding variable scope上的教程。也就是说,当你声明一个变量时,它只会生活在#34;一段时间(通常在{}
之间)。当你在main
内声明这些变量时,他们并没有神奇地生活在你的功能中。您应该声明它们一次,然后将它们传递给需要它们的函数。
您的InitMap()
函数应该实际迭代矩阵中的所有单元格并将它们设置为某个单元格。 Map = 0
没有做到这一点。您需要像在PrintMap
最后,在Random()
中,当您确实在计算行和列时,您实际上并不是&#34;放置&#34;地图中的任何内容你做事的方式实际上并不需要Map
数据结构;您可以选择一个宝藏行和列,然后按原样使用PrintMap()
函数。