好的,所以我是一名大学生,我们的教授给了我们这个代码来检查,我想知道是否还有另一种方法可以做到这一点,但对于OS X.我的教授正在使用HANDLE,我几乎不明白这是什么,教授告诉我他将HANDLE创建为输出流的指针,因此我们没有#include Windows.h,因此它与mac相当。您在此代码中看到的所有内容都是我的教授,包括评论。
//This is an example of a simple platformer made in the console. This
//makes no claims as the best way of doing things as I created this
//live before a class (while taking suggestions from them).
#include <iostream>
#include <string>
#include <vector>
#include <Windows.h>
using namespace std;
const int MAX_ROWS = 20;
const int MAX_COLS = 60;
//this is a reference to cout (we got this when we changed the output color)
//we can use this to setCursorPosition
HANDLE output = GetStdHandle(STD_OUTPUT_HANDLE);
//this is the place that we can set the cursor to when we are not using it
COORD zero;
//basic cardinal directions
enum Direction
{
UP = 8,
DOWN = 2,
RIGHT = 6,
LEFT = 4,
NORTH = UP,
SOUTH = DOWN,
EAST = RIGHT,
WEST = LEFT
};
//each place on the gameboard is a tile (tiles in this game are 1 character in length, though they do not have to be)
class Tile
{
public:
char display;
bool isPassible;
COORD pos;
Tile(char d, bool b, int y, int x)
{
display = d;
isPassible = b;
pos.X = x;
pos.Y = y;
}
void Display()
{
SetConsoleCursorPosition(output, pos);
cout << display;
SetConsoleCursorPosition(output, zero);
}
};
class Player
{
public:
COORD pos;
char display;
int JumpAmt;
//player constructor (x and y are starting location)
Player(int x, int y)
{
pos.X = x;
pos.Y = y;
display = 'C';
JumpAmt = 0;
}
//This gets the input and decides how to use it (this should be called in the main game loop)
bool Act(vector<vector<Tile>> GameBoard)
{
bool didMove = false;
COORD oldPos;
oldPos.X = pos.X;
oldPos.Y = pos.Y;
if (GetAsyncKeyState(VK_RIGHT) & 0x8000)
{
//make sure the movement is not off the game board and that there is not a wall in the way
if (pos.X + 1 < MAX_COLS && GameBoard[pos.Y][pos.X + 1].isPassible)
{
//actually move the character
pos.X += 1;
didMove = true;
}
}
if (GetAsyncKeyState(VK_LEFT) & 0x8000)
{
if (pos.X - 1 > 0 && GameBoard[pos.Y][pos.X - 1].isPassible)
{
pos.X -= 1;
didMove = true;
}
}
//You can only jump if you are on the ground
if (pos.Y + 1 < MAX_ROWS && !(GameBoard[pos.Y + 1][pos.X].isPassible))
{
if (GetAsyncKeyState(VK_UP) & 0x8000)
{
if (pos.Y - 1 > 0 && GameBoard[pos.Y - 1][pos.X].isPassible)
{
pos.Y -= 1;
didMove = true;
JumpAmt = 4;
}
}
}
//When you are not jumping fall (gravity)
if (JumpAmt == 0)
{
if (pos.Y + 1 < MAX_ROWS && GameBoard[pos.Y + 1][pos.X].isPassible)
{
pos.Y += 1;
didMove = true;
}
}
//This is what happens during your jump
if (JumpAmt > 0)
{
JumpAmt--;
if (pos.Y - 1 > 0 && GameBoard[pos.Y - 1][pos.X].isPassible)
{
pos.Y -= 1;
didMove = true;
}
}
//If you did move anywhere then update the board
if (didMove)
{
Display(oldPos, GameBoard);
}
return didMove;
}
void Display()
{
//draw myself at my position
SetConsoleCursorPosition(output, pos);
cout << display;
SetConsoleCursorPosition(output, zero);
}
void Display(COORD fix, vector<vector<Tile>> GameBoard)
{
//clear my old position
GameBoard[fix.Y][fix.X].Display();
Display();
}
};
int main()
{
//zero is used after anything is drawn to reset the cursor (this should never be changed after this)
zero.X = 0;
zero.Y = 0;
//this is a 2 dimentional array of tiles
vector<vector<Tile>> GameBoard;
//init all the tiles to blank (we will later add in platforms and stuff over top of these)
for (int row = 0; row < MAX_ROWS; row++)
{
vector<Tile> thisRow;
for (int col = 0; col < MAX_COLS; col++)
{
thisRow.push_back(Tile(' ', true, row, col));
}
GameBoard.push_back(thisRow);
}
//Build the game specific tiles (in a perfect world these would be read in from a file)
GameBoard[4][2] = Tile('-', false,4,2);
GameBoard[4][3] = Tile('-', false, 4,3);
GameBoard[4][4] = Tile('-', false, 4,4);
GameBoard[4][5] = Tile('-', false, 4,5);
GameBoard[4][6] = Tile('-', false, 4,6);
GameBoard[7][9] = Tile('-', false, 7,9);
GameBoard[7][10] = Tile('-', false, 7,10);
GameBoard[5][10] = Tile('-', false, 5,10);
GameBoard[8][14] = Tile('*', false, 8, 14); //this marks the win square
//display the board once
for (int row = 0; row < MAX_ROWS; row++)
{
for (int col = 0; col < MAX_COLS; col++)
{
GameBoard[row][col].Display();
}
}
//Bob is our hero
Player bob = Player(3, 3);
while (true)
{
bob.Act(GameBoard);
bob.Display();
Sleep(50);
//if bob falls down he dies
if (bob.pos.Y > 18)
{
bob.pos.X = 3;
bob.pos.Y = 3;
//bob.display = 65 + rand() % 26;
}
//if bob gets here he wins
if (bob.pos.Y == 7 && bob.pos.X == 14)
{
COORD pos;
pos.Y = 20;
pos.X = 0;
SetConsoleCursorPosition(output, pos);
cout << "You are Awesome";
break;
}
}
COORD pos;
pos.Y = 21;
pos.X = 0;
SetConsoleCursorPosition(output, pos);
system("Pause");
return 0;
}