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ok,

my first attempt at a game is a simple maze where the user enters w,a,s,d to navigate through the maze. I can get 'w' to move the user's icon up but encounter problems when I try to move a different direction. Here is the code


#include <iostream>
#include <cstdlib>
#include <ctime>

using namespace std;



int main()
{
float random = 0;
int size1 = 40;
int size2 = 40;
char direction = 'z';
char maze[40][40]=
{
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};

char location[40][40]=
{
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};

while(direction != 'q')
{

for(int i=0; i<size1;i++)
{
for(int c=0;c<size2;c++)
{
if(location[i][c] == '2')
{
maze[i][c] = '2';
}

switch(maze[i][c])
{
case '0': cout << " ";
break;
case '#': cout << "#";
break;
case '2': cout << "X";
break;
default: cout << "Error";
}
}
cout << endl;
}
cout << "W: Move Up A: Move Left S: Move Down D: Move Right Q to quit" << endl;
cin >> direction;

system("CLS");

switch(direction)
{
case 'w':
{
for(int i=0; i<size1;i++)
{
for(int c=0;c<size2;c++)
{
if(location[i][c] == '2')
{
location[i][c] = '0';
location[i-1][c] = '2';
maze[i][c] = '0';
}
}
}
break;
}
case 'a':
{
for(int i=0; i<size1;i++)
{
for(int c=0;c<size2;c++)
{
if(location[i][c] == '2')
{
location[i][c] = '0';
location[i][c-1] = '2';
maze[i][c] = '0';
}
}
}
break;
}
case 's':
{
for(int i=0; i<size1;i++)
{
for(int c=0;c<size2;c++)
{
if(location[i][c] == '2')
{
location[i][c] = '0';
location[i+1][c] = '2';
maze[i][c] = '0';
}
}
}
break;
}
case 'd':
{
for(int i=0; i<size1;i++)
{
for(int c=0;c<size2;c++)
{
if(location[i][c] == '2')
{
location[i][c] = '0';
location[i][c+1] = '2';
maze[i][c] = '0';
}
}
}
break;
}
case 'q': cout << "Bye" << endl;
default: cout << "Error";
}
}
return 0;
}



though I am certain that I have made many mistakes, please just focus on the w,a,s,d issue. I don't want to get overloaded :)

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I'll bet you A (move left) also works.

Here's the reason...

you are scanning your maze left to right, top to bottom to find the magic symbol "2" in your data which means "the player is here".

Think about the case of moving right. If you find where the player is, you mark the current spot as 0, then mark the next spot to the right as 2.

THEN you move a space to the right and find the player AGAIN and move it again (and again and again).

The same is true for moving downwards.

You can move upwards because you move the player up into a place you already scanned in your code.

The solution would be to exit out of your loops (via a break) after you find and process your first "2"

UBER CAUTION: you aren't checking for your array indices being in range. You really need to do that.

ALSO: instead of storing your player in the maze like this, you should store the player's location as integers ie "int PlayerX,PlayerY;" it will make your life a lot easier in the long run.

Hope this helps!

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OUTSTANDING!

Atrix256, you were correct (not that I doubted you mind you). 'W' and 'A' both worked and 'S' and 'D' did not. And now I understand why(thanks!).

I knew about the boundary checking and I have plans to do it. I just needed to figure out how to control my player's cursor. Your suggestion about how to store the player's location is awesome. Now my code isn't quite so ... monstrous...

You have my thanks.

New code:

#include <iostream>

using namespace std;

int main(void)
{
int mazeX = 40;
int mazeY = 40;
int playerX = 35;
int playerY = 5;
char choice = 'z';

int maze[40][40]=
{
{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},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{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}
};

do
{
for(int i = 0; i < mazeX; ++i)
{
for(int c = 0; c < mazeY; ++c)
{
maze[playerX][playerY] = 2;

switch(maze[i][c])
{
case 0: cout << " ";
break;
case 1: cout << "#";
break;
case 2: cout << "X";
break;
default: cout << "Error";
}
}
cout << endl;
}
cout << "Choice?" << endl;
cin >> choice;

switch(choice)
{
case 'w':
{
maze[playerX][playerY] = 0;
playerY -= 1;
break;
}
case 'a':
{
maze[playerX][playerY] = 0;
playerX -= 1;
break;
}
case 's':
{
maze[playerX][playerY] = 0;
playerY += 1;
break;
}
case 'd':
{
maze[playerX][playerY] = 0;
playerX += 1;
break;
}
case 'q': cout << "Bye" << endl;
default: cout << "Error";
}
system("CLS");
}while(choice != 'q');

return 0;
}

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lots better! glad i could help (:

PS there is always SOMETHING that can be done to make code better, and there is always a "good enough" point where the game runs fast enough and well enough but i just wanted to mention, if you are storing the player's X and Y position, you shouldn't need to write that 2 into the maze array anymore.

Basically, if i == playerx && c = playery then draw the player's symbol, else draw the symbol based on what's in the maze array.

This makes it so you can load your maze (map) into memory but dont have to modify it once it's read in.

This becomes more important as you add things like enemies into the map, or maybe moving walls, openable doors etc. It would get difficult keeping track of what WAS there so that you could put it back when the player moves.

It's totally possibly to do that, but its easier if the map never gets modified by the player moving around.

ALSO just wanted to point out, instead of using i and c for iterating on the maze's X and Y, how about using a variable name such as indexX and indexY or row and column?

Making variable names that you can tell what they do by looking at their name is really helpful when you have more complicated code.

anyhow, great maze so far keep up the good work!

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Just wanted to say good help by Atrix, but when I run your code, the WASD directions are screwed up, inverted. This is because


do
{
for(int c = 0; c < mazeY; ++c)
{
for(int i = 0; i < mazeX; ++i)
{

maze[playerX][playerY] = 2;

switch(maze[i][c])
{
case 0: cout << " ";
break;
case 1: cout << "#";
break;
case 2: cout << "X";
break;
default: cout << "Error";
}
}
cout << endl;
}

... ... ...



is wrong. It should be


do
{
for(int i = 0; i < mazeX; ++i)
{
for(int c = 0; c < mazeY; ++c)
{
maze[playerX][playerY] = 2;

switch(maze[i][c])
{
case 0: cout << " ";
break;
case 1: cout << "#";
break;
case 2: cout << "X";
break;
default: cout << "Error";
}
}
cout << endl;
}

... ... ...



That is, when drawing your maze grid, you should first loop over your y variable and THEN over the x variable (in cartesian coordinate system). This is because that is how cout 'draws' things, from left to right, each 'y' line at a time, moving down the page.

This will fix the coordinate inversion that you should be observing.

Also, you should think of a function to create your maze array. Hint: it could be a coupla line function that loops over x and y and checks to see see if the maze cell should be a 0 or 1 ... a floor or wall. How do floor and wall differ with respect to your array?

Anyway, good to see you're off to a good start. Keep up the progress.

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ok,

I have it set so the player cannot move outside the maze. Currently I have to press enter to advance the game and process a move. How do I get the system to just move the player's icon when w,a,s or d is pressed without having to press enter?

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