'撤消移动'功能实现2D阵列棋盘游戏
大家好
使用ArrayList,我试图实现撤消移动功能,用户可以选择一个选项'Z',这样就可以实现多级“撤销”。换句话说,如果用户选择“Z”,那么之前的移动将被撤消,如果他再次立即选择“Z”,则之前的移动将被撤消,依此类推。
每次有效移动'U','D','L','R'时,我都能够获得添加新移动对象的代码,并且每次'Z'时也移除最后一个对象'被压了。
我的问题是,如何让玩家移动(坐标)和吃掉甜甜圈(布尔值)依赖于ArrayList中的最后一个对象,这样当按下'Z'并移除ArrayList中的最后一个对象时,玩家动作和吃甜甜圈现在将依赖ArrayList中的新最后一个对象来创建“撤消”效果?希望我的问题有道理。
'Z'实现是move方法中switch语句的最后一种情况。
我的课程如下:
package secondproject;
import java.util.ArrayList;
import java.util.Random;
import java.util.Scanner;
public class Game {
private static final int BOARD_SIZE = 10;
private static final int INITIAL_PLAYER_COL = 0;
private static final int INITIAL_PLAYER_ROW = BOARD_SIZE - 1;
private static final int HOME_COL = BOARD_SIZE - 1;
private static final int HOME_ROW = 0;
private static final int WALL_LENGTH = 5;
private static final char PLAYER_CHAR = 'P';
private static final char HOME_CHAR = 'H';
private static final char WALL_CHAR = 'X';
private static final char FREE_SQUARE_CHAR = '.';
private static final char DOUGHNUT_CHAR = '@';
private static final char UP_MOVE_CHAR = 'U';
private static final char DOWN_MOVE_CHAR = 'D';
private static final char LEFT_MOVE_CHAR = 'L';
private static final char RIGHT_MOVE_CHAR = 'R';
private static final char UNDO_MOVE_CHAR = 'Z';
private static final char TRAIL_CHAR = 'M';
private static char[][] board = new char[BOARD_SIZE][BOARD_SIZE];
private static Scanner scan = new Scanner(System.in);
private static Scanner keyBoard = new Scanner(System.in);
private static int playerCol = INITIAL_PLAYER_COL;
private static int playerRow = INITIAL_PLAYER_ROW;
private static int nbrDoughnuts = 0;
private static int nbrMoves = 0;
private static Random random = new Random();
private static int lives = 1;
private static int doughnutLives;
private static boolean doughnutCheck;
static ArrayList<Move> movement = new ArrayList<Move>();
public static void main(String[] args) {
setUpBoard();
showBoard();
String opt;
do {
System.out.print("Next option ?");
opt = scan.next();
char opt1 = opt.charAt(0);
if (opt1 == UP_MOVE_CHAR || opt1 == DOWN_MOVE_CHAR || opt1 == LEFT_MOVE_CHAR || opt1 == RIGHT_MOVE_CHAR || opt1 == UNDO_MOVE_CHAR) {
move(opt1);
} else {
System.out.println("Allowed commands are: + " + UP_MOVE_CHAR + "," + DOWN_MOVE_CHAR + "," + LEFT_MOVE_CHAR + "," + RIGHT_MOVE_CHAR);
}
showBoard();
System.out.println("Number of moves made = " + nbrMoves);
System.out.println("Number of doughnuts eaten = " + nbrDoughnuts);
System.out.println("Lives = " + lives);
} while (board[HOME_ROW][HOME_COL] == HOME_CHAR);
System.out.println("Thank you and goodbye");
}
/**
* Set up the initial state of the board
*/
private static void setUpBoard() {
intialiseBoard(); // Fill the board with . characters
//Add the first vertical wall
int v1StartCol = 1 + random.nextInt(BOARD_SIZE - 2);
int v1StartRow = 1 + random.nextInt(BOARD_SIZE - WALL_LENGTH - 1);
addVerticalWall(v1StartCol, v1StartRow, WALL_LENGTH);
//Add the second vertical wall
int v2StartCol;
do {
v2StartCol = 1 + random.nextInt(BOARD_SIZE - 2);
} while (v2StartCol == v1StartCol);
int v2StartRow = 1 + random.nextInt(BOARD_SIZE - WALL_LENGTH - 1);
addVerticalWall(v2StartCol, v2StartRow, WALL_LENGTH);
//Add the horizontal wall
int h1StartRow = 1 + random.nextInt(BOARD_SIZE - 2);
int h1StartCol = 1 + random.nextInt(BOARD_SIZE - WALL_LENGTH - 1);
addHorizontalWall(h1StartCol, h1StartRow, WALL_LENGTH);
//Add the dougnuts
int nbrDoughnutsAdded = 0;
while (nbrDoughnutsAdded < 5) {
int dRow = 1 + random.nextInt(BOARD_SIZE - 2);
int dCol = 1 + random.nextInt(BOARD_SIZE - 2);
if (board[dRow][dCol] == FREE_SQUARE_CHAR) {
board[dRow][dCol] = DOUGHNUT_CHAR;
nbrDoughnutsAdded++;
}
}
//Add the player and the home square
board[playerRow][playerCol] = PLAYER_CHAR;
board[HOME_ROW][HOME_COL] = HOME_CHAR;
}
/**
* Add a vertical wall to the board
*
* @param startCol Column on which wall is situated
* @param startRow Row on which top of wall is situated
* @param length Number of squares occupied by wall
*/
private static void addVerticalWall(int startCol, int startRow, int length) {
for (int row = startRow; row < startRow + length; row++) {
board[row][startCol] = WALL_CHAR;
}
}
/**
* Add a horizontal wall to the board
*
* @param startCol Column on which leftmost end of wall is situated
* @param startRow Row on which wall is situated
* @param length Number of squares occupied by wall
*/
private static void addHorizontalWall(int startCol, int startRow, int length) {
for (int col = startCol; col < startCol + length; col++) {
board[startRow][col] = WALL_CHAR;
}
}
/**
* Display the board
*/
private static void showBoard() {
for (int row = 0; row < board.length; row++) {
for (int col = 0; col < board[row].length; col++) {
System.out.print(board[row][col]);
}
System.out.println();
}
}
/**
* Fill the board with FREE_SQUARE_CHAR characters.
*/
private static void intialiseBoard() {
for (int row = 0; row < board.length; row++) {
for (int col = 0; col < board[row].length; col++) {
board[row][col] = FREE_SQUARE_CHAR;
}
System.out.println();
}
}
/**
* Move the player
*
* @param moveChar Character indicating the move to be made
*/
private static void move(char moveChar) {
int newCol = playerCol;
int newRow = playerRow;
switch (moveChar) {
case UP_MOVE_CHAR:
if (lives == 1) {
newRow--;
} else if (lives > 1) {
int number = keyBoard.nextInt();
if (number <= lives) {
newRow = newRow - number;
} else {
checkLives();
}
}
break;
case DOWN_MOVE_CHAR:
if (lives == 1) {
newRow++;
} else if (lives > 1) {
squareNumberPrompt();
int number = keyBoard.nextInt();
if (number <= lives) {
newRow = newRow + number;
} else {
checkLives();
}
}
break;
case LEFT_MOVE_CHAR:
if (lives == 1) {
newCol--;
} else if (lives > 1) {
squareNumberPrompt();
int number = keyBoard.nextInt();
if (number <= lives) {
newCol = newCol - number;
} else {
checkLives();
}
}
break;
case RIGHT_MOVE_CHAR:
if (lives == 1) {
newCol++;
} else if (lives > 1) {
squareNumberPrompt();
int number = keyBoard.nextInt();
if (number <= lives) {
newCol = newCol + number;
} else {
checkLives();
}
}
break;
case UNDO_MOVE_CHAR:
if (movement.size() >= 1) {
movement.remove(movement.size() - 1);
System.out.println("The decreasing size of the arraylist is now " + movement.size());
} else if (movement.size() < 1) {
System.out.println("There is no move to be undone!");
}
break;
}
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
System.out.println("Sorry that move takes you off the board!");
} else {
char dest = board[newRow][newCol];
if (dest == WALL_CHAR) {
System.out.println("Sorry you landed on a wall!");
} else {
nbrMoves++;
if (dest == DOUGHNUT_CHAR) {
doughnutCheck = true;
nbrDoughnuts++;
doughnutLives++;
lives = (doughnutLives + 1);
}
board[playerRow][playerCol] = FREE_SQUARE_CHAR;
playerCol = newCol;
playerRow = newRow;
board[playerRow][playerCol] = PLAYER_CHAR;
}
}
if (moveChar == UP_MOVE_CHAR || moveChar == DOWN_MOVE_CHAR || moveChar == LEFT_MOVE_CHAR || moveChar == RIGHT_MOVE_CHAR) {
movement.add(new Move(playerCol, playerRow, newCol, newRow, doughnutCheck));
System.out.println("The increasing size of the arraylist is now " + movement.size());
}
}
public static void squareNumberPrompt() {
System.out.println("Enter the number of squares to be moved");
}
public static void checkLives() {
System.out.println("Invalid number! The number must be"
+ " equal to or less than the number of lives you have");
}
}
package secondproject;
import java.util.ArrayList;
public class Move {
private static int pColumn;
private static int pRow;
private static int nCol;
private static int nRow;
private static boolean dCheck;
public Move(int playerCol, int playerRow, int newCol, int newRow, boolean doughnutCheck) {
pColumn = playerCol;
pRow = playerRow;
nCol = newCol;
nRow = newRow;
dCheck = doughnutCheck;
}
public int getFromCol() {
return pColumn;
}
public int getFromRow() {
return pRow;
}
public int getToCol() {
return nCol;
}
public int getToRow() {
return nRow;
}
public boolean isDoughnutEaten() {
return dCheck;
}
}
答案 0 :(得分:1)
在仔细查看代码后,您基本上已经拥有了撤消所需的一切。 甚至可能有点过多:D你实际上并不需要从和到位。只有移动让你进入的位置就足够了。
所以当你按Z时,你的代码应该看起来像这样:
struct none
{};
template<typename T>
struct stru_result
{
int result_code;
T result;
stru_result() :result_code(0)
{}
stru_result(const int& code) :result_code(code)
{}
stru_result(const int&code, const T& res) :result_code(code), result(res)
{}
stru_result(stru_result&& res)
{
result_code = res.result_code;
result = std::move(res.result);
}
stru_result(const stru_result& res)
{
result_code = res.result_code;
result = res.result;
}
void operator = (const stru_result& res)
{
result_code = res.result_code;
result = res.result;
}
};
template<>
struct stru_result<none>
{
int result_code;
stru_result():result_code(0)
{}
stru_result(const int& code):result_code(code)
{}
};
class itest
{
public:
template<typename T, typename ...Args>
virtual int get_reply_atall(std::tuple<stru_result<T>, stru_result<Args>...>& aoTuple) = 0;
};
class ctest : public itest
{
public:
ctest() {}
~ctest() {}
template<typename T, typename ...Args>
int get_reply_atall(std::tuple<stru_result<T>, stru_result<Args>...>& aoTuple) ;
};
template<typename T, typename...Args>
int ctest::get_reply_atall(std::tuple<stru_result<T>, stru_result<Args>...>& aoTuple)
{
std::tuple<stru_result<T>> firstTuple;
get_reply_atall<T>(firstTuple);
std::tuple<stru_result<Args>...> resTuple;
get_reply_atall(resTuple);
aoTuple = std::tuple_cat(firstTuple, resTuple);
return 0;
}
template<>
int ctest::get_reply_atall<int>(std::tuple<stru_result<int>>& aoTuple)
{
stru_result<int> res = stru_result<int>(0, 1);
aoTuple = std::make_tuple(res, res);
return 0;
}
template<>
int ctest::get_reply_atall<char*>(std::tuple<stru_result<char*>>& aoTuple)
{
char* ptr = "test";
stru_result<char*> res = stru_result<char*>(0, ptr);
aoTuple = std::make_tuple(res);
return 0;
}
现在,您可以从pColumn和lastMove的pRow值中读取新的玩家位置,但正如我所说,这有点过分,因为无论如何你都可以从列表的新的最后一个元素中读取它。
请记住,您仍然需要捕捉特殊情况(例如,当您撤消第一步时。在这种情况下,您需要从定义起点的静态变量中读取前一个玩家位置,而不是列表的最后一个元素(不再存在))