#define X_SIZE 41
#define Y_SIZE 24
unsigned char Maze[Y_SIZE][X_SIZE] =
{
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1},
{2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2},
{2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2},
{2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2},
{2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2},
{1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};
template <typename T>
void textAt(int x, int y, int colour, T output) {
static const HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
COORD position = {x, y};
SetConsoleCursorPosition(hConsole, position);
SetConsoleTextAttribute(hConsole, colour);
cout << output;
}
int main(){
cout << " ____ \n";
cout << "/\\ _`\\ \n";
cout << "\\ \\ \\L\\ \\ __ ___ __ \n";
cout << " \\ \\ , / /'__`\\ /'___\\ /'__`\\ \n";
cout << " \\ \\ \\\\ \\ /\\ \\L\\.\\_/\\ \\__//\\ __/ \n";
cout << " \\ \\_\\ \\_\\ \\__/.\\_\\ \\____\\ \\____\\\n";
cout << " \\/_/\\/ /\\/__/\\/_/\\/____/\\/____/\n";
cout << "Map 1/2 : ";
cin >> map;
if(map == 1){
// Either Redefine the map here
// Or Set new map
}
else if(map ==2){
// Either Redefine the map here
// Or Set new map
}
}
else{
cout << "Invalid Choice!\n";
system("pause");
exit(1);}
int WALL_y, WALL_x;
for(WALL_y = 0; WALL_y < Y_SIZE /*Defined Up Above*/; WALL_y++)
{
for(WALL_x = 0; WALL_x < X_SIZE; WALL_x++)
{
if(Maze[WALL_y][WALL_x] == 1)
textAt(WALL_x, WALL_y, 8, char(177)); else if(Maze[WALL_y][WALL_x] == 2)
textAt(WALL_x, WALL_y, 7, "+");
else
textAt(WALL_x, WALL_y, 0, ' ');
}
}
}
// Continues on with the actual game part.
2D Array Defined Maps
Right now i have a simple two player game, with a map. Its a simple console game that is compiled with dev-c++. The problem is that I'm currently using a 2D array for the bases of the map, & i cant seem to find a way to get a users input & from that select the map. I believe the way I'm doing it may be incorrect & I'm hoping for a new way, or a better way that can fix the problem.
What i want : User To be able to choose from 1 of 3 maps to play.
I don't know a way to redefine the array, but if theres a way please post how. Any help appreciated. (Even if i didn't mention it above)
Thanks,
Crypt
[Edited by - Crypt on September 18, 2007 10:42:07 PM]
If I'm not mistaken, something like this should cut it :
int Maze[2][30][30]; // create a 3d array Maze[0]={0}; // fill each 3rd dimmension with your chosen map Maze[1]={1}; Maze[2]={2}; DrawMaze(&Maze[userinput_03]); // pass the reference to the beginning of 2d array // which was chosen somewhere by the user void DrawMaze(int **myMaze) { ... //remember that myMaze is a pointer now }
Wow, i totally surpassed that >.<
Thanks
Hmm Wait i still got an error with this code. I don't see whats exactly wrong with it... (compiled in Dev-C++)
Thanks Again.
[Edited by - Crypt on September 19, 2007 12:56:47 AM]
Thanks
Hmm Wait i still got an error with this code. I don't see whats exactly wrong with it... (compiled in Dev-C++)
#include <iostream>#include <windows.h>#include <ctime>#include <cstdlib>using namespace std;template <typename T>void textAt(int x, int y, int colour, T output) { static const HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE); COORD position = {x, y}; SetConsoleCursorPosition(hConsole, position); SetConsoleTextAttribute(hConsole, colour); cout << output;}void DrawMaze(int **myMaze){ /*Target on the map???*/ int currtag = 0; system("Title Two Player Race"); /*Player Coordinates*/ int player_x = 1; int player_y = 1; /*Player2 Coordinates*/ int player2_x = 39; int player2_y = 22; /*Prints Out Players Coordinates*/ int coor_x = 45; int coor_y = 12; /*target*/ int target_x = 0; int target_y = 0; /*Winner Message*/ const int message_x = 15; const int message_y = 12; int WALL_y, WALL_x; for(WALL_y = 0; WALL_y < 25; WALL_y++) { for(WALL_x = 0; WALL_x < 46; WALL_x++) { if(myMaze[WALL_y][WALL_x] == 1) textAt(WALL_x, WALL_y, 8, char(177)); else if(myMaze[WALL_y][WALL_x] == 2) textAt(WALL_x, WALL_y, 7, "+"); else textAt(WALL_x, WALL_y, 0, ' '); } } textAt(coor_x, (coor_y-1), 4, "Coord 1 Coord 2"); int score01 = 0; int score02 = 0; while(1) { if(currtag == 0){ srand((unsigned)time(0)); target_x = rand() % 41 + 1; target_y = rand() % 21 + 1 ; if(myMaze[target_y][target_x] == 0){ currtag = 1; } while(myMaze[target_y][target_x] == 1 || myMaze[target_y][target_x] == 2){ srand((unsigned)time(0)); target_x = rand() % 41 + 1; target_y = rand() % 21 + 1 ; if(myMaze[target_y][target_x] == 0){ currtag = 1; } } } Sleep(40); if (GetAsyncKeyState(VK_DOWN) & 0x8000 && myMaze[player_y+1][player_x] != 1) { textAt(player_x, player_y, 0, ' '); player_y++; textAt((coor_x + 5), coor_y, 4, " "); textAt((coor_x + 5), coor_y, 4, player_y); } else if (GetAsyncKeyState(VK_UP) & 0x8000 && myMaze[player_y-1][player_x] != 1) { textAt(player_x, player_y, 0, ' '); player_y--; textAt((coor_x + 5), coor_y, 4, " "); textAt((coor_x + 5), coor_y, 4, player_y); } else if (GetAsyncKeyState(VK_RIGHT) & 0x8000 && myMaze[player_y][player_x+1] != 1) { textAt(player_x, player_y, 0, ' '); player_x++; textAt(coor_x, coor_y, 4, " "); textAt(coor_x, coor_y, 4, player_x); } else if (GetAsyncKeyState(VK_LEFT) & 0x8000 && myMaze[player_y][player_x-1] != 1) { textAt(player_x, player_y, 0, ' '); player_x--; textAt(coor_x, coor_y, 4, " "); textAt(coor_x, coor_y, 4, player_x); } /* Player2*/ /* Down*/ if (GetAsyncKeyState('S') & 0x8000 && myMaze[player2_y+1][player2_x] != 1) { textAt(player2_x, player2_y, 0, ' '); player2_y++; textAt((coor_x + 15), coor_y, 4, " "); textAt((coor_x + 15), coor_y, 4, player2_y); } /* Up*/ else if (GetAsyncKeyState('W') & 0x8000 && myMaze[player2_y-1][player2_x] != 1) { textAt(player2_x, player2_y, 0, ' '); player2_y--; textAt((coor_x + 15), coor_y, 4, " "); textAt((coor_x + 15), coor_y, 4, player2_y); } /* Right*/ else if (GetAsyncKeyState('D') & 0x8000 && myMaze[player2_y][player2_x+1] != 1) { textAt(player2_x, player2_y, 0, ' '); player2_x++; textAt((coor_x+10), coor_y, 4, " "); textAt((coor_x+10), coor_y, 4, player2_x); } /* Left*/ else if (GetAsyncKeyState('A') & 0x8000 && myMaze[player2_y][player2_x-1] != 1) { textAt(player2_x, player2_y, 0, ' '); player2_x--; textAt((coor_x+10), coor_y, 4, " "); textAt((coor_x+10), coor_y, 4, player2_x); } textAt(player2_x, player2_y, 5, char(2)); textAt(player_x, player_y, 3, char(2)); textAt(target_x, target_y, 6, char(6)); if (player_x == target_x && player_y == target_y) { score01++; currtag = 0; } if (score01 == 10) { textAt(message_x, message_y, 3, "Player One Wins!"); Sleep(3250); exit(1); } if (player2_x == target_x && player2_y == target_y) { score02++; currtag = 0; } if (score02 == 10) { textAt(message_x, message_y, 3, "Player Two Wins!"); Sleep(3250); exit(1); } } }int main(){ int Maze[1][25][46]; Maze[0]={{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}}; // fill each 3rd dimmension with your chosen mapMaze[1]={{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}}; const int time_x = 20; const int time_y = 11; int map = 0; cout << " ____ \n"; cout << "/\\ _`\\ \n"; cout << "\\ \\ \\L\\ \\ __ ___ __ \n"; cout << " \\ \\ , / /'__`\\ /'___\\ /'__`\\ \n"; cout << " \\ \\ \\\\ \\ /\\ \\L\\.\\_/\\ \\__//\\ __/ \n"; cout << " \\ \\_\\ \\_\\ \\__/.\\_\\ \\____\\ \\____\\\n"; cout << " \\/_/\\/ /\\/__/\\/_/\\/____/\\/____/\n"; cout << "Map 1/2 : "; cin >> map; DrawMaze(&Maze[map]);}
Thanks Again.
[Edited by - Crypt on September 19, 2007 12:56:47 AM]
The suggested solution does not work, because the array initialization syntax only works when initializing arrays. Suggested modification:
Use maps::get(0) to get a reference to the first maze, for instance.
namespace maps{ const unsigned width = 41; const unsigned height = 24; unsigned char maze_1[width][height] = { /* data */ } unsigned char maze_2[width][height] = { /* data */ } unsigned char maze_3[width][height] = { /* data */ } typedef (&maze)[width][height]; maze get(unsigned int i) { switch (i) { case 0: return maze_1; case 1: return maze_2; case 2: return maze_3; default: assert (false); } }}
Use maps::get(0) to get a reference to the first maze, for instance.
This topic is closed to new replies.
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