{
Person(string name,bool sex,int age):_name(name),_sex(sex),_age(age){}
~Person(){}
protected:
string _name
bool _sex
int _age
public:
void printMe()
{
cout<<_name<<_sex<<_age
}
}
class Student:Person
{
Student(string name,bool sex,int age,int stu_no,string specialty):_stu_no(stu_no),_specialty
(specialty)
{
Person(name,sex,age)
}
~Student()
protected:
int _stu_no
string _specialty
public:
void printMe()
{
cout<<_name<<_sex<<_age<<_stu_no<<_specialty
}
}
class Employee:public Person
{
Employee(string name,bool sex,int age,int em_no,string dept):_em_no(em_no),_dept(dept)
{
Person(name,sex,age)
}
~Employee()
protected:
int _em_no
string _dept
public:
void printMe()
{
cout<<_name<<_sex<<_age<<_em_no<<_dept
}
}
class E_Student:public Employee
{
E_Student(string name,bool sex,int age,int em_no,string dept)
{
Emplyee(name,sex,age,em_no,dept)
}
~E_Student()
void printMe()
{
Employee::printMe()
}
}
就帮你到这,头文件,主函数自己写,想学到知识就不能懒。
#include <iostream.h>#include <fstream.h>
int mark[]//右来保存走法的
int num[2][2]//棋盘
int temp
int k
int q
string strAim = "123804765" //目标字符串,空格用0表示
string States[100]//字符窜数组
int iQuick//有来退出递归的标志,1,表示找到走法,可以退出,0,怎么没有找到走法,继续走
Hrd(int i,int j)//华龙道算法,好像能找到结果,但是不能找到最少步数的结果,我不确定会不会还有漏洞。结果保存在mark[]中
{ string str1
if (i!=0) //如果可以向上走,则向上走一步
{
temp=num[i-1][j]
num[i-1][j]=num[i][j]
num[i][j]=temp //交换空格和它上面的数字
// 保存交换后的状态
str1=Change2Str(num[][])//转化成字符串,用来比较
if (CompState(str1)) //比较变换后的状态是否在以前的状态中出现过
{
//如果以前出现过,则返回
temp=num[i-1][j]
num[i-1][j]=num[i][j]
num[i][j]=temp // 把原来交换过的数字再交换过来
return
}
else//比较后,发现目前的状态以前没有出现过
{ mark[k++]=1
if(strcmp(&strAim,&str1)=1)//跟目标比,看是否相等
{
iquick=1
return
}
else //不相等,没有达到最后我们的要求
{
//1 代表向上走了一步
Add2States(str1)//保存现在的状态到状态数组中
Hrd(i-1,j)
if (iquick=1) //可以退出
{
return
}
} //递归,继续遍历
}
}
if(j!=2)//如果可以向右走,则向右走一步
{
temp=num[i][j+1]
num[i][j+1]=num[i][j]
num[i][j]=temp
// 保存交换后的状态
str1=Change2Str(num[][])//转化成字符串,用来比较
if (CompState(str1)) //比较变换后的状态是否在以前的状态中出现过
{
//如果以前出现过,返回
temp=num[i][j+1]
num[i][j+1]=num[i][j]
num[i][j]=temp// 把原来交换过的数字再交换过来
return
}
else//比较后,发现目前的状态以前没有出现过
{ mark[k++]=2 //2 代表向右走了一步
if(strcmp(&strAim,&str1)=1)//跟目标比,看是否相等
{
iquick=1
return
}
else //没有达到结果
{
Add2States(str1)//保存现在的状态到状态数组中
Hrd(i,j+1) //递归,继续遍历
if (iquick=1)
{
return
}
}
}
}
if (i!=2)// 如果可以向下走,则向下走一步
{
temp=num[i+1][j]
num[i+1][j]=num[i][j]
num[i][j]=temp
// 保存交换后的状态
str1=Change2Str(num[][])//转化成字符串,用来比较
if (CompState(str1)) //比较变换后的状态是否在以前的状态中出现过
{
//如果以前出现过,则返回
temp=num[i+1][j]
num[i+1][j]=num[i][j]
num[i][j]=temp// 把原来交换过的数字再交换过来
return
}
else//比较后,发现目前的状态以前没有出现过
{ mark[k++]=3 //3 代表向下走了一步
if(strcmp(&strAim,&str1)=1)//跟目标比,看是否相等
{
iquick=1
return
}
else //没有达到最后我们的要求
{
Add2States(str1)//保存现在的状态到状态数组中
Hrd(i+1,j) //递归,继续遍历
if (iquick=1)
{
return
}
}
}
}
if (j!=0)//如果可以向左走,则向左走一步
{
temp=num[i1][j-1]
num[i][j-1]=num[i][j]
num[i][j]=temp
// 保存交换后的状态
str1=Change2Str(num[][])//转化成字符串,用来比较
if (CompState(str1)) //比较变换后的状态是否在以前的状态中出现过
{
//如果以前出现过,则回溯
temp=num[i][j-1]
num[i][j-1]=num[i][j]
num[i][j]=temp// 把原来交换过的数字再交换过来
return
}
else//比较后,发现目前的状态以前没有出现过
{ mark[k++]=4 //1 代表向右走了一步
if(strcmp(&strAim,&str1)=1)//跟目标比,看是否相等
{
iquick=1
return
}
else //没有达到最后我们的要求
{
Add2States(str1)//保存现在的状态到状态数组中
Hrd(i,j-1) //递归,继续遍历
if (iquick=1)
{
return
}
}
}
}
//如果都走过了,则返回
k--
return
}
void Change2Str(int arr[][])// 把二维数组转换成一个字符串
{int i,j
string strState
for (i=0i<3 i++ )
{ for (j=0j<3 j++ )
{
strState= strState &arr[i][j]
}
}
return strState
}
void CompState(string str1 )//比较当前的状态是否再以前的状态中出现过
{ int i
for (i=0i<len(states[])-1 i++)//len(states[]),取得数组的长度,有点忘了
{
if (strcmp(&States[i],&str1)!=0)//如果两个字符串相等,则函数返回true
{
return true
}
}
return false
}
Add2States(string str1)
{
States[q++]=str1
}
main()
{ num[0][0]=1
num[0][1]=2
num[0][2]=3
num[1][0]=8
num[1][1]=6
num[1][2]=4
num[2][0]=1
num[2][1]=0
num[2][2]=5
hrd(2,1)
for(int i=0 ,i<100,i++)
{count<<mark[i]<<endl
}
}
Dim moveup As Integer '蛇向上转向的标志
Dim movedown As Integer
Dim moveleft As Integer
Dim moveright As Integer
Public u As Integer 'u,l,r,d为蛇转向时的控制数值
Public d As Integer
Public l As Integer
Public r As Integer
Public score As Integer '游戏分数
Public speed As Integer '游戏速度
Public pause As Boolean '游戏暂停标志
Public gamebegin As Boolean '游戏开始标志
Public s As Integer '蛇的当前长度,开始时设为6
Public eatd As Boolean '蛇是否吃到食物的标志
Public lastx As Integer '若蛇吃到食物,lastx,lasty用来存放当前最后一个shape的运动状态,以供设定新的shape运动状态之用
Public lasty As Integer
Option Base 1
Dim X(100) As Long '数组存放蛇的长度
Dim Y(100) As Long
Public Sub eat() '判断蛇是否吃到食物的函数
If X(1) = -200 Then
If Shape1(1).Left <= Shape2.Left And Shape1(1).Top = Shape2.Top Then
eatd = True
End If
End If
If Y(1) = -200 Then
If Shape1(1).Top <= Shape2.Top And Shape1(1).Left = Shape2.Left Then
eatd = True
End If
End If
If X(1) = 200 Then
If Shape1(1).Left >= Shape2.Left + 200 And Shape1(1).Top = Shape2.Top Then
eatd = True
End If
End If
If Y(1) = 200 Then
If Shape1(1).Top >= Shape2.Top + 200 And Shape1(1).Left = Shape2.Left Then
eatd = True
End If
End If
End Sub
Public Sub ensure_position() '此函数确定新的shape1(s)的位置
If X(s - 1) = -200 Then
Shape1(s).Left = Shape1(s - 1).Left + 200: Shape1(s).Top = Shape1(s - 1).Top
End If
If Y(s - 1) = -200 Then
Shape1(s).Left = Shape1(s - 1).Left: Shape1(s).Top = Shape1(s - 1).Top + 200
End If
If X(s - 1) = 200 Then
Shape1(s).Left = Shape1(s - 1).Left - 200: Shape1(s).Top = Shape1(s - 1).Top
End If
If Y(s - 1) = 200 Then
Shape1(s).Left = Shape1(s - 1).Left: Shape1(s).Top = Shape1(s - 1).Top - 200
End If
End Sub
Public Sub ensure_state() '此过程用来确定新的控件的初始运动状态
If X(1) = -200 Then
If moveleft = 1 Then
X(s) = X(s - 1): Y(s) = Y(s - 1)
Else
X(s) = lastx: Y(s) = lasty
End If
End If
If Y(1) = -200 Then
If moveup = 1 Then
X(s) = X(s - 1): Y(s) = Y(s - 1)
Else
X(s) = lastx: Y(s) = lasty
End If
End If
If X(1) = 200 Then
If moveright = 1 Then
X(s) = X(s - 1): Y(s) = Y(s - 1)
Else
X(s) = lastx: Y(s) = lasty
End If
End If
If Y(1) = 200 Then
If movedown = 1 Then
X(s) = X(s - 1): Y(s) = Y(s - 1)
Else
X(s) = lastx: Y(s) = lasty
End If
End If
End Sub
Public Sub strike_oneself() '测试蛇头是否撞到自己
Dim i
Dim j: j = 0
If Y(1) = 200 Then '蛇头向下撞到自己
For i = 7 To s '蛇头只能和第六块或以后的蛇身相撞
If Shape1(1).Top = Shape1(s).Top And Shape1(1).Left = Shape1(s).Left Then
Form1.initialize
Form1.outputmessage
Exit For
End If
Next i
End If
If X(1) = 200 Then '蛇头向右撞到自己
For i = 7 To s
If Shape1(1).Left = Shape1(i).Left - 200 And Shape1(1).Top = Shape1(i).Top Then
Form1.initialize
Form1.outputmessage
Exit For
End If
Next i
End If
If Y(1) = -200 Then '蛇头向上撞到自己
For i = 7 To s
If Shape1(1).Top = Shape1(i).Top + 200 And Shape1(1).Left = Shape1(i).Left Then
Form1.initialize
Form1.outputmessage
Exit For
End If
Next i
End If
If X(1) = -200 Then '蛇头向左撞到自己
For i = 7 To s
If Shape1(1).Left = Shape1(i).Left + 200 And Shape1(1).Top = Shape1(i).Top Then
Form1.initialize
Form1.outputmessage
Exit For
End If
Next i
End If
End Sub
Public Sub strike_wall() '测试蛇头是否撞到墙壁
If Shape1(1).Top <0 Or Shape1(1).Top >Line1.Y1 - 200 Or Shape1(1).Left <0 Or Shape1(1).Left >Form1.Width - 200 Then
Form1.outputmessage
Form1.initialize
End If
End Sub
Public Sub outputmessage() ' 游戏结束后的输出信息
gameovermessage = "GAME OVER!"
dx = (8000 - TextWidth(gameovermessage)) / 2 '在窗体中间输出"GAME OVER!"和得分
dy = (6000 - TextHeight(gameovermessage)) / 2
CurrentX = dx: CurrentY = dy
Form1.Print gameovermessage
scoremessage = "你的得分:" + Text1.Text
dx = (8000 - TextWidth(scoremessage)) / 2
dy = dy + TextHeight(scoremessage)
CurrentX = dx: CurrentY = dy
Form1.Print scoremessage
End Sub
Public Sub initialize() '游戏结束(失败)后,游戏初始化函数
moveup = 0
movedown = 0
moveleft = 0
moveright = 0
u = 0: d = 0: l = 0: r = 0
Label5.Caption = "停止"
For i = 1 To s ' 初始化蛇的位置和状态
Shape1(i).Left = 1200 + (6 - i) * 200
Shape1(i).Top = 5000
X(i) = 200
Y(i) = 0
Next i
If s >6 Then
For i = 7 To s
Unload Shape1(i) '卸载多余的shape,使初始的shape个数为六个
Next i
End If
'以下的这段是用来查看游戏初始化时的中的参数
'CurrentX = 0: CurrentY = 0
'Form1.FontSize = 10
'Print moveup: Print movedown: Print moveleft: Print moveright
'Print u: Print r: Print l: Print d
'For i = 1 To s
'Print X(i): Print Y(i)
'Next i
s = 6
Timer1.Enabled = False
gamebegin = False '游戏未开始
pause = False
HScroll1.Enabled = True
End Sub
Private Sub Command1_Click()
Timer1.Enabled = False
Dim r
r = MsgBox("你真的要退出吗?", 33, "警告")
If r = 1 Then
Unload Form1
Else
Timer1.Enabled = True
End If
End Sub
Private Sub Form_KeyPress(keyascii As Integer)
If gamebegin = True And pause = False Then '只有游戏处于开始时方向键才有效
'下面四个if语句是蛇的方向控制函数
If keyascii = 119 Then
If Y(1) <>200 Then '只有当蛇头不正好向下运动时,按下向上才有效
moveup = 1 '向下上为w
End If
End If
If keyascii = 97 Then '向左为a
If X(1) <>200 Then
moveleft = 1
End If
End If
If keyascii = 115 Then '向下为s
If Y(1) <>-200 Then
movedown = 1
End If
End If
If keyascii = 100 Then '向右为d
If X(1) <>-200 Then
moveright = 1
End If
End If
End If
If keyascii = 32 Then '判断游戏是否在开始,按下空格键开始,否则按下空格键为暂停
If gamebegin = False Then
Timer1.Enabled = True
Label5.Caption = "开始"
Form1.Cls
score = 0
Text1.Text = Str$(score)
HScroll1.Enabled = False
gamebegin = True
Else
If pause = True Then '判断暂停与否
Timer1.Enabled = True
Label5.Caption = "开始"
Else
Timer1.Enabled = False
Label5.Caption = "暂停"
End If
pause = Not pause
End If
End If
End Sub
Private Sub Form_Load() '对各参数的初始化
moveup = 0
moveleft = 0
moveright = 0
movedown = 0
u = 0: l = 0: d = 0: r = 0
s = 6 '蛇的初始长度
eatd = False
gamebegin = False
pause = False
speed = HScroll1.Value '初始速度
Label5.Caption = "停止"
Dim i
For i = 1 To s '蛇的初始运动方向
X(i) = 200
Y(i) = 0
Next i
Timer1.Enabled = False '没开始游戏
Shape2.Left = 200 * Int(30 * Rnd) '贪吃蛇的食物的位置初始化
Shape2.Top = 200 * Int(30 * Rnd)
End Sub
Private Sub HScroll1_Change()
speed = HScroll1.Value
End Sub
Private Sub Timer1_Timer()
Timer1.Interval = 150 / speed '游戏速度
If movedown = 1 Then '按下下方向键,蛇向下转向
d = d + 1
X(d) = 0: Y(d) = 200
If d = s Then
movedown = 0: d = 0
End If
End If
If moveup = 1 Then '按下向上方向键,蛇向上转向
u = u + 1
X(u) = 0: Y(u) = -200
If u = s Then
moveup = 0: u = 0
End If
End If
If moveleft = 1 Then '向左
l = l + 1
X(l) = -200: Y(l) = 0
If l = s Then
moveleft = 0: l = 0
End If
End If
If moveright = 1 Then '向右
r = r + 1
X(r) = 200: Y(r) = 0
If r = s Then
moveright = 0: r = 0
End If
End If
Dim i '蛇的运动代码
For i = 1 To s
Shape1(i).Left = Shape1(i).Left + X(i)
Shape1(i).Top = Shape1(i).Top + Y(i)
Next i
Form1.eat '调用过程eat(),判断蛇是否吃了食物
If eatd = True Then
score = score + 5 * HScroll1.Value
Text1.Text = Str$(score)
Shape2.Left = 200 * Int(30 * Rnd) '如果食物被吃则随机产生贪吃蛇的食物的位置
Shape2.Top = 200 * Int(30 * Rnd)
Shape2.FillColor = RGB(Int(255 * Rnd), Int(255 * Rnd), Int(255 * Rnd)) '随机产生食物的颜色
If Shape2.FillColor = &H0&Then
Shape2.FillColor = RGB(100, 150, 200)
End If
lastx = X(s) '蛇吃到食物,lastx,lasty用来存放当前最后一个shape的运动状态-
lasty = Y(s) '-以供设定新的shape运动状态之用
s = s + 1
Load Shape1(s) '产生新的控件shape1数组,使蛇的长度加长
Form1.ensure_state '调用设定新的shape控件的运动状态过程
Form1.ensure_position '设定新的shape1的位置
Shape1(s).Visible = True
eatd = False
End If
Form1.strike_oneself '测试游戏是否失败的函数
Form1.strike_wall
End Sub
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