Having some issues with making pacman?

人盡茶涼 提交于 2019-12-05 05:04:49
sarnold

A typical approach to storing "old school" game boards is to use a char or int multidimensional array. Using Matt's excellent little graphic you can see there are 21 by 21 squares in the board:

int board[21][21] = {{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, 
                     {1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1},
                     {1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1},
                     /* ... and so on, for all 21 lines .. */                      }};

It doesn't really matter which numbers you pick for walls and pathways. The "pathway" positions initially contain a code for "contains a dot". As paccy consumes the dots, store a new value into the board at the position to indicate that the dot has been consumed but it is still a pathway square. Matt recommended -1 for walls, 0 for no dot, and 1 for a dot -- that's a pretty plan, as it lets your "wall collision" routines simply look for

if (board[pac.x][pac.y] > 0) {
    /* still in bounds */
} else {
    /* collided against a wall */
}

The downside is the -1 is more awkward looking in your array initializer.

If this were done in C, it'd be easy enough to "improve" this using char board[21][21] instead of int board[21][21] and store the game board as a C string:

char board[21][21] = " XXXXXXXXXXXXXXXXXXX "
                     " X        X        X "
                     " X XX XXX X XXX XX X "
                     " X                 X "
                     " X XX X XXXXX X XX X "
                     " X    X   X   X    X "
                     " XXXX XXX X XXX XXXX "
                     "    X X       X X    "
                     "XXXXX X XXXXX X XXXXX"
                     "        X   X        "
                     "XXXXX X XXXXX X XXXXX"
                     "    X X       X X    "
                     " XXXX X XXXXX X XXXX "
                     " X        X        X "
                     " X XX XXX X XXX XX X "
                     " X  X           X  X "
                     " XX X X XXXXX X X XX "
                     " X    X   X   X    X "
                     " X XXXXXX X XXXXXX X "
                     " X                 X "
                     " XXXXXXXXXXXXXXXXXXX";

This is far easier to read in the source code, takes less memory, and your wall-collision routines can look like this:

if (board[pac.x][pac.y] == 'X') {
    /* collided with a wall */
} else {
    /* still in bounds */
}

(Though the trailing NUL that the compiler will insert at the end of the string means that lower-right-hand square can never be used for pathway or wall -- a little more effort can work around that, but it isn't as beautiful.)

I don't remember enough Java to make this work in Java -- but I'm sure you can figure out something if this looks compelling enough.

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