我目前正在尝试制作一个程序,该程序会生成迷宫并将其导出到游戏中。该程序将接受用户输入以设置迷宫的某些属性。我希望迷宫只有两个尺寸(一个楼层)或三个尺寸(两个或两个以上楼层)时可以选择一种。为此,我在Maze类中动态分配了一个数组,如下所示:
在Maze.hpp中:
class Maze {
private:
unsigned int width_, length_, height_;
Cell*** matrix = nullptr;
};
在Maze.cpp中:
Maze::Maze() { // Default constructor
width_ = 20;
length_ = 20;
height_ = 0;
matrix = new Cell**[width_];
for (unsigned int x {}; x < width_; ++x) {
matrix[x] = new Cell*[length_];
for (unsigned int y {}; y < length_; ++y) {
matrix[x][y] = new Cell(x, y);
}
}
}
Maze::Maze(int width, int length) { // 2D maze constructor
width_ = width;
length_ = length;
height_ = 0;
matrix = new Cell**[width_];
for (unsigned int x {}; x < width_; ++x) {
matrix[x] = new Cell*[length_];
for (unsigned int y {}; y < length_; ++y) {
matrix[x][y] = new Cell(x, y);
}
}
}
Maze::Maze(int width, int length, int height) { // 3D maze constructor
width_ = width;
length_ = length;
height_ = height;
matrix = new Cell**[width_];
for (unsigned int x {}; x < width_; ++x) {
matrix[x] = new Cell*[length_];
for (unsigned int y {}; y < length_; ++y) {
matrix[x][y] = new Cell[height];
for (unsigned int z {}; z < height_; ++z) {
matrix[x][y][z] = Cell(x, y, z);
}
}
}
}
但是如您所见,如果我使用二维,则最终为迷宫中的每个单元格指定一个指针,同时,使用三维度,最终得到了单元格对象。我希望在两种情况下都可以有一个单元对象,但我不知道该如何实现。
有没有办法做到这一点?还是这是我唯一的选择?
根据要求,这是单元格的声明:
Cell.hpp:
class Cell {
private:
unsigned int xPos_, yPos_, zPos_;
public:
Cell(unsigned int xPos, unsigned int yPos);
Cell(unsigned int xPos, unsigned int yPos, unsigned int zPos);
Cell();
};
Cell.cpp:
Cell::Cell(unsigned int xPos, unsigned int yPos) {
xPos_ = xPos;
yPos_ = yPos;
}
Cell::Cell(unsigned int xPos, unsigned int yPos, unsigned int zPos) {
xPos_ = xPos;
yPos_ = yPos;
zPos_ = zPos;
}
如问题注释中所建议,我将改为std::vector
而不是使用三重指针。
而且,由于2D数组只是3D数组,在三维中只有一个值,因此我将代码更改为该数组。 (这也在评论中建议)
完成后,我将使用新代码更新此答案。
UPDATE:
这是最终代码的样子:
Cell.hpp:
class Cell {
private:
unsigned xPos_, yPos_, zPos_;
public:
Cell(unsigned xPos, unsigned yPos, unsigned zPos);
Cell();
};
Cell.cpp:
Cell::Cell(unsigned xPos, unsigned yPos, unsigned zPos) {
xPos_ = xPos;
yPos_ = yPos;
zPos_ = zPos;
}
Maze.hpp:
class Maze {
private:
unsigned width_, length_, height_;
std::vector<std::vector<std::vector<Cell>>> matrix;
void generateMatrix();
public:
Maze();
Maze(unsigned width, unsigned length);
Maze(unsigned width, unsigned length, unsigned height);
};
Maze.cpp:
Maze::Maze() { // Default constructor
width_ = 20;
length_ = 20;
height_ = 1;
Maze::generateMatrix();
}
Maze::Maze(unsigned width, unsigned length) { // 2D maze constructor
width_ = width;
length_ = length;
height_ = 1;
Maze::generateMatrix();
}
Maze::Maze(unsigned width, unsigned length, unsigned height) { // 3D maze constructor
width_ = width;
length_ = length;
height_ = height;
Maze::generateMatrix();
}
void Maze::generateMatrix() {
for (unsigned x {}; x < width_; ++x) {
matrix.push_back(std::vector<std::vector<Cell>>());
for (unsigned y {}; y < length_; ++y) {
matrix.at(x).push_back(std::vector<Cell>());
for (unsigned z {}; z < height_; ++z) {
matrix.at(x).at(y).push_back(Cell(x,y,z));
}
}
}
}