当我尝试编译代码时,我在使用g ++生成此错误代码时出现问题:
maze.h:16:29: error: array bound is not an integer constant before ‘]’ token
bool canMove(int m[mazeSize][mazeSize], int r, int c);
现在,我已经对这个错误进行了一些研究,这似乎是由于在编译时不知道数组大小的原因。我已经尝试使数组保持不变,但随后在代码中重新分配数组并导致此错误时,最终会导致更多错误:
maze.cpp: In member function ‘int Maze::startMazeGen()’:
maze.cpp:185:15: error: assignment of read-only location ‘maze[i][j]’
maze[i][j] = 1;
^
我也看到人们提到使用向量会更容易,但是我也试图重新使用代码来处理向量而不是数组。
这是我的其余代码:
movement.h
#pragma once
#include <iostream>
#include <curses.h>
#ifndef MOVEMENT_H
#define MOVEMENT_H
class Movement
{
public:
static const int playerX = 2; // sets player starting position
static const int playerY = 2;
};
#endif
movement.cpp
#include <iostream>
#include <curses.h>
#include <ctime>
#include "maze.h"
//#include "movement.h"
bool running = true;
int playerX = 2;
int playerY = 2;
//Maze::maze Maze::mazeGen;
//int Maze::mazeGen.Maze::maze::generateMaze::maze(int m[Maze::mazeSize]
[Maze::mazeSize], int r, int c);
// Detect Char input
// and move player in direction
void getUserInput()
{
char userInput = getch();
if (userInput == 'w') {
int playerY2 = playerY - 1;
if (Maze::maze[playerY2][playerX] == ' ') {
Maze::maze[playerY][playerX] = ' ';
playerY--;
Maze::maze[playerY][playerX] = 'x';
}
}
if (userInput == 'a') {
int playerX2 = playerX - 1;
if (Maze::maze[playerY][playerX2] == ' ') {
Maze::maze[playerY][playerX] = ' ';
playerX--;
Maze::maze[playerY][playerX] = 'x';
}
}
if (userInput == 's') {
int playerY2 = playerY + 1;
if (Maze::maze[playerY2][playerX] == ' ') {
Maze::maze[playerY][playerX] = ' ';
playerY++;
Maze::maze[playerY][playerX] = 'x';
}
}
if (userInput == 'd') {
int playerX2 = playerX + 1;
if (Maze::maze[playerY][playerX2] == ' ') {
Maze::maze[playerY][playerX] = ' ';
playerX++;
Maze::maze[playerY][playerX] = 'x';
}
}
}
// Main game update
// Runs through all functions required
void update()
{
getUserInput();
clear();
Maze::generateMaze;
refresh();
}
//
//
/*int main()
{
// Initate nCurses display
initscr();
while (true) {
update();
}
// End nCurses display
endwin();
return 0;
}*/
maze.h
#pragma once
// MAZE.h
#include <iostream>
#include <ctime>
#ifndef MAZE_H
#define MAZE_H
extern int r;
extern int c;
extern int mazeSize; //number can be changed to make some big sweaty mazes making it an even number makes it act a bit weird sometimes so its better to use an odd number
extern int maze[mazeSize][mazeSize];
class Maze
{
public:
int blockedSquare = 1;
void move(int m[mazeSize][mazeSize], int &r, int &c);
bool canMove(int m[mazeSize][mazeSize], int r, int c);
void solve(int m[mazeSize][mazeSize], int &r, int &c);
bool canSolve(int m[mazeSize][mazeSize], int r, int c);
void generateMaze(int m[mazeSize][mazeSize], int r, int c);
int findStart();
void printMaze(int m[mazeSize][mazeSize]);
int startMazeGen();
};
#endif
maze.cpp
#include <iostream>
#include <ctime>
#include <vector>
#include "maze.h"
bool foundExit = false;
int mazeSize = 31;
int maze[mazeSize][mazeSize] = { 0 };
void Maze::generateMaze(int const m[mazeSize][mazeSize], int r, int c)
{
bool made = false;
while (made == false)
{
if (c == mazeSize - 1)
foundExit = true;
if (canSolve(m, r, c))
{
solve(m, r, c);
}
else if (canMove(m, r, c))
{
m[r][c] = 2; //2 means you can't move from that square, setting any lower stops maze from being made
move(m, r, c); //move to first open space that can be found
}
else
made = true;
}
}
void Maze::move(int m[mazeSize][mazeSize], int &r, int &c)
{
if (m[r][c + 1] == 0)
c++;
else if (m[r + 1][c] == 0)
r++;
else if (m[r][c - 1] == 0)
c--;
else if (m[r - 1][c] == 0)
r--;
else
generateMaze(maze, r, c); //if maze cant be solved it generates a new one so the player doesnt have something that is impossible to solve
}
bool Maze::canMove(int m[mazeSize][mazeSize], int r, int c) //if there is an adjacent zero space, return true
{
if (m[r][c + 1] == 0)
return true;
else if (m[r + 1][c] == 0)
return true;
else if (m[r][c - 1] == 0)
return true;
else if (m[r - 1][c] == 0)
return true;
else
return false;
}
void Maze::solve(int m[mazeSize][mazeSize], int &r, int &c) //solves maze through with dijkstras algorithmto ensure it can be solved
{
bool foundSolution = false;
while (foundSolution == false)
{
int direction = (1 + rand() % 4) * 3;
switch (direction)
{
case 3:
if (c + 1 <= mazeSize - 1 && m[r][c + 2] == blockedSquare && m[r - 1][c + 1] == blockedSquare && m[r + 1][c + 1] == blockedSquare && m[r][c + 1] == blockedSquare)
{
if (c == mazeSize - 2 && foundExit == true)
; //do nothing
else
{
c++;
foundSolution = true;
}
}
break;
case 6:
if (r + 1 <= mazeSize - 2 && m[r + 2][c] == blockedSquare && m[r + 1][c + 1] == blockedSquare && m[r + 1][c - 1] == blockedSquare && m[r + 1][c] == blockedSquare && c != 0 && c != mazeSize - 1)
{
r++;
foundSolution = true;
}
break;
case 9:
if (c - 1 >= 0 && m[r][c - 2] == blockedSquare && m[r - 1][c - 1] == blockedSquare && m[r + 1][c - 1] == blockedSquare && m[r][c - 1] == blockedSquare && c - 1 != 0)
{
c--;
foundSolution = true;
}
break;
case 12:
if (r - 1 >= 1 && m[r - 2][c] == blockedSquare && m[r - 1][c + 1] == blockedSquare && m[r - 1][c - 1] == blockedSquare && m[r - 1][c] == blockedSquare && c != 0 && c != mazeSize - 1)
{
r--;
foundSolution = true;
}
break;
}
}
m[r][c] = 0;
}
bool Maze::canSolve(int m[mazeSize][mazeSize], int r, int c) //if an adjacent square can be moved to, return true
{
bool solvable = false;
if (r <= mazeSize - 3 && m[r + 2][c] == blockedSquare && m[r + 1][c + 1] == blockedSquare && m[r + 1][c - 1] == blockedSquare && m[r + 1][c] == blockedSquare && c != 0 && c != mazeSize - 1) //if adjacent space can be moved to
{
solvable = true;
}
else if (c <= mazeSize - 2 && m[r][c + 2] == blockedSquare && m[r - 1][c + 1] == blockedSquare && m[r + 1][c + 1] == blockedSquare && m[r][c + 1] == blockedSquare)
{
if (c == mazeSize - 2 && foundExit == true)
; //do nothing
else
{
solvable = true;
}
}
else if (r >= 2 && m[r - 2][c] == blockedSquare && m[r - 1][c + 1] == blockedSquare && m[r - 1][c - 1] == blockedSquare && m[r - 1][c] == blockedSquare && c != 0 && c != mazeSize - 1) //if not on extreme left or right
{
solvable = true;
}
else if (c >= 1 && m[r][c - 2] == blockedSquare && m[r - 1][c - 1] == blockedSquare && m[r + 1][c - 1] == blockedSquare && m[r][c - 1] == blockedSquare && c - 1 != 0)
{
solvable = true;
}
return solvable;
}
int Maze::findStart()
{
return 1 + rand() % (mazeSize - 2);
}
void Maze::printMaze(int m[mazeSize][mazeSize])
{
std::cout << std::endl;
for (int i = 0; i < mazeSize; ++i) {
for (int j = 0; j < mazeSize; ++j)
{
switch (m[i][j])
{
case 0:
std::cout << " ";
break;
case 1:
std::cout << "▓▓";
break;
case 2:
std::cout << " ";
break;
case 3:
std::cout << " ";
break;
}
}
std::cout << std::endl;
}
}
int Maze::startMazeGen()
{
srand(time(0));
for (int i = 0; i < mazeSize; ++i)
for (int j = 0; j < mazeSize; ++j)
maze[i][j] = 1;
int r = findStart();
//int r = 0;
int c = 0;
maze[r][c] = 0;
generateMaze(maze, r, c);
maze[r][c] = 2;
printMaze(maze);
std::cout << "Press enter to continue ...";
std::cin.get();
}
此代码的目的是随机生成迷宫,解决它,然后将其打印到屏幕上(如果可以解决)。如果迷宫无法解决,它会一直生成一个新的迷宫,直到它可以被解决。我的目标是使用移动代码使这个工作,以便用户可以导航迷宫。
对此问题表示赞赏。谢谢!
答案 0 :(得分:1)
&#34;现在,我已经对这个错误进行了一些研究,这似乎是由于在编译时不知道数组大小的原因。我已经尝试使数组保持不变,但随后在代码中重新分配数组时,最终导致更多错误&#34;
你在这里混淆了两件事,数组和数组 size 。
数组大小应该是编译时常量。由于您要分配给数组,因此数组元素根本不应该是const
。
const int arrSize = 3;
int arr[arrSize][arrSize];