What c++ code can be used to make an 'X' move through a maze. I have some code, but I'm not sure where to go from there. I have divided the program into three files, A header file, a main file and a .cpp implementation file.
In my implementation file I have:
#include "Maze.h"
Maze::Maze() {
} void Maze::mazeTraversal(char maze[][COLS], int row, int col, int direction) {
enum Direction {DOWN, RIGHT, UP, LEFT};
switch(option)
I am trying to get this code eventually to read in a maze file to move the smiley face around in. But right now my current snag is the yes or no to enter the for loop.
#include <iostream> #include <windows.h> #include <conio.h> #include <time.h> using namespace std; int main() { int name; char ans;
Ok so I am working on a game and I'm in the process of developing my Player class. Anyways, what I have is a keyboard function that is called in my main function to make a shape move.
void myKeyboardFunction(unsigned char key, int x, int y) { switch ( key ) {
[Code].....
But when I try to call it, trying to copy my previous method,
glutKeyboardFunc(Player1.playerControls);
I get an error
error C3867: 'Player::playerControls': function call missing argument list; use '&Player::playerControls' to create a pointer to member
I get an error saying it can't convert parameters. I would just like to understand why the arguments become a problem when I make the function a member of my class, when the first method I used is so easy.
I'm currently reading/programming from "Head first C#" book. I have this project which is making a program that has four dogs which race and there are three players that can bet on the race. I need to learn how to make the "dogs" (picture boxes) move from left end to the right end of a picture box.
Here is the code:
using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.Drawing;
make a class that you can make only one Object of it.
For example if you have Class A. Let's say you create one object A* a=new A();
Now the next time you, try to create another object. For example:
A* b=new A(); What will happen is that b will get the same object (or reference) as a. In other words hey'll be pointing towards the same place. So basically you'll only have one object of it created. I tried doing it but I couldn't quite make it.
Here is what I tried: (but couldn't complete the exercise)
class God { public: static int num; static God* god;
I've got a calendar in Form 1 in my code, and buttons in Form2. I need these buttons to send codes for this calendar in Form1. How may I make these work? My friend told me to do a function as a new class, but I'm not sure how can I do this.
how to structure my classes so that they all "wire together" and inherit the proper functions and data that I want them to. I want to have a Car.c and car.h which are "wired" with body.c/body.h, which in turn is wired with a frame.c/frame.h, wheel.c/wheel.h, and driver.c/driver.h.
Each part of the car holds some type of data, mostly ints: The car has a (total) mass and car_name. The body has a mass and color. The frame has a mass. The wheel(s) have a mass and force. [There will be 4 instances of wheel] The driver has a mass and driver_name. Each of these functionalities must come from their respective .c and .h files, and be amalgamated in the car.c and car.h (which should contain all the functionality of its parts). Then, in my main test program, I am to make an instance of car and hardcode in its values of: mass (which comes from the total mass of all of its parts, this is where i start to lose it.
How will I access its parts' masses in the test program?), color (a character array), current position (an integer), current velocity (an integer), and current acceleration (which comes from the total newton force of the 4 wheels, again this is where I start to get very confused). (Then in the test program I am to print out a simulation of this car over a period of 100 seconds, and show its position, velocity, and acceleration at each point (based on the mass, total newton force, and starting position). This part is of course a simple while loop, and is somewhat trivial.)
From what I understand, I will need to allocate memory for all of the data each class holds. Then, using function pointers, as well as #include "X.h" , I will need to somehow link up all of the classes together so that car has access to all of the parts' functions which set, for example, the newton force of each wheel.
We have learned a slight bit about structs, malloc, sizeof, and pointers, but I have not used them to link functionality or data from separate classes together.
I want to make an object, which moves from x1,y1 to x2,y2 in a straight line, also make a sinus over the line (so the x,0 is the line itself, and cux,cury is the object. So the object will move as a sinus over the line. How do I do this in c++?
So I have a program where I solve a maze using stacks. So my display_maze function take two parameters and displays the maze according to where the x coordinate and y coordinate are.
I have an error during my move function, as my maze doesn't display for some reason
I am creating a right hand maze solution, and it actually works for the most part, but it gets stuck at the sixth spot and will not proceed any further. I cannot seem to find my error even though I know it's probably a small one in my code, here is what I have at the moment:
Area of the room. Your task is to write a program that will find the area of room in a given square maze.
Note. Use recursion for solving this problem.
Input: First line contains only one number N (3 <= N <= 10).The number that describes the size of the square maze. On the next N lines maze itself is inputed ('.' - empty cell,'*' - wall). And the last line contains two numbers - the row and column of the cell in the room those area you need to find.It is guaranteed that given cell is empty and that the maze is surrounded by walls on all sides.
Output: Output only one number - total amount of empty cells in the selected room.
I'm working on a maze solving program. So far I got the program to solve a maze using the recursive backtracking algorithm. I represent the maze as vector<vector<Square>> where Square is an enum that contains the kind of square (empty, wall, etc.). I use a class Point that contains 2 ints which are used for subscripting the vector of vectors. I have a Point begin and Point end. Now I want the program to solve the maze using the shortest path. I can either use the A* algorithm, Dijkstra's algorithm, or the breadth first search algorithm.
My maze algorithm must be able to count total steps. He is not allowed to "jump" from a deadend back to the cross-way he originally came from.
Code: int R2D2Turbo::findIt(Labyrinth* incLab, int x, int y){ if ((x == incLab->getExit().x) && (y == incLab->getExit().y)) { return 1;
[Code] .....
Due to the nature of recursive algoirthms, he jumps instead of moving the way back from the deadend one by one... The only solutions I could think of are way overloaded...
I'm trying to read a "pointer-based" maze .txt. The first letter in each row corresponds to the room letter...then the letters that follow are North node, East node, South node, and West node respectively. The asterisk indicates an empty room or not a valid option.
Here is what I have come up with, what is happening is after the file is parsed by read_maze it is calling my is_empty function indicating that there is no maze because it doesn't go into the else statement here.
I've attached a sample input file:
maze.txt (130bytes) Number of downloads: 19
We can't assume the rooms will be in order alphabetically A - Z, We are expecting a maximum of 12 rooms and there is a space between each letter or asterisk.
void Maze::read_maze(string FileName){
string line; ifstream inStream; inStream.open(FileName.c_str()); int test = inStream.peek(); int i = 0; if (!(inStream.fail())){ while (!inStream.eof() && test != EOF){
How can I move a character around a 2D map? After some research and a bunch of work I made a function for movement:
unsigned int gamespeed = 100; unsigned int stage = 1; void controls() {
[Code]....
Maps are stored in a different .cpp file
So this code works, but is complicated, ugly and evil (I have to make a pointer to the first map and change the pointer to the next map every time the user reaches the exit, without the pointer this code is, of course, incompatible). How can I reduce this code to be less evil/ugly or at least smaller?
Also it would be nice if the user could move around with arrows as well as with WASD
will copy constructor does object initialization using another already created object? I understand that it can be applied for object initialization and not for assignment.Is it correct?
I have a method to take a Tile object and make an instances of it based on some data from the original object. Than it is suppose to manipulate the a specific instance and save the results. The first loop through it works but it changes all instance as well as the base.
public static int recurse(int count, Tile[,] b,Huristic h,int check) { if (check==1) { boardState.Add(B)/>; return check; } if (check == 0)