/************************************************************************/
// 建立一个迷宫(Maze),迷宫的元素是墙、房间、门。它们都是MapSite的子类。
// 同时一个房间有四个方向,有可能是墙也有可能是门。 */
/************************************************************************/
#include "iostream"
using namespace std;
enum Direction
{
North,
East,
South,
West,
};
class MapSite
{
public:
virtual void Enter() = 0;
};
class Room : public MapSite
{
public:
//类给成员变量赋值的方法,初始化列表,更适用于成员变量的常量const型
Room(int roomNO) : _roomNumber(roomNO){};
MapSite *GetSide(Direction) const;
virtual void SetSide(Direction direction, MapSite*)
{
cout << "Set the " << _roomNumber << "room" << direction << "side" <<endl;
};
int GetRoomNo()
{
return _roomNumber;
};
virtual void Enter()
{
cout << "Enter the Room" << endl;
};
private:
MapSite *_sides[4];
int _roomNumber;
};
class Wall : public MapSite
{
public:
Wall(){};
virtual void Enter()
{
cout << "Enter the wall." <<endl;
}
};
class Door : public MapSite
{
public :
Door(Room* = 0, Room* = 0){};
virtual void Enter()
{
cout << "Enter the door." <<endl;
};
Room *OtherSideFrom(Room*){};
private:
Room *_room1;
Room *_room2;
bool _isOpen;
};
class Maze
{
public:
Maze(){};
void AddRoom(Room* room)
{
cout << "Add the room" << room->GetRoomNo() <<"."<<endl;
};
Room* RoomNo(int) const{};
};
class MazeGame
{
public:
Maze *CreateMaze();
};
Maze* MazeGame::CreateMaze()
{
Maze* aMaze = new Maze();
Room *r1 = new Room(1);
Room *r2 = new Room(2);
Door *theDoor = new Door(r1, r2);
aMaze->AddRoom(r1);
aMaze->AddRoom(r2);
r1->SetSide(North, new Wall);
r1->SetSide(East,theDoor);
r1->SetSide(South, new Wall);
r1->SetSide(West, new Wall);
return aMaze;
}
int main()
{
MazeGame mygame;
mygame.CreateMaze();
system("pause");
return 0;
}
#include <iostream>
using namespace std;
enum Direction {
North,
East,
South,
West,
};
class MapSite {
public:
virtual void Enter() = 0;
};
class Room : public MapSite {
public:
Room(int roomNo):_roomNumber(roomNo) {};
MapSite *GetSide(Direction) const;
virtual void SetSide(Direction direction, MapSite *) {
cout << "Set the "
<< _roomNumber
<< " room "
<< direction
<< " side."
<< endl;
};
int GetRoomNo() {
return _roomNumber;
};
virtual void Enter() {
cout << "Enter the Room." << endl;
};
private:
MapSite *_sides[4];
int _roomNumber;
};
class Wall : public MapSite {
public:
Wall() {};
virtual void Enter() {
cout << "Enter the wall." << endl;
};
};
class Door : public MapSite {
public:
Door(Room* = 0, Room* = 0) {};
virtual void Enter() {
cout << "Enter the door." << endl;
};
Room *OtherSideFrom(Room*) {};
private:
Room *_room1;
Room *_room2;
bool _isOpen;
};
class Maze {
public:
Maze() {};
void AddRoom(Room* room) {
cout << "Add the room" << room->GetRoomNo() << "." << endl;
};
Room* RoomNo(int) const{};
};
//以下为工厂模式不同地方
class MazeFactory {
public:
MazeFactory() {};
virtual Maze* MakeMaze() const {
return new Maze;
};
virtual Wall* MakeWall() const {
return new Wall;
};
virtual Room* MakeRoom(int n) const {
return new Room(n);
};
virtual Door* MakeDoor(Room* r1, Room* r2) const {
return new Door(r1, r2);
};
};
class MazeGame {
public:
Maze* CreateMaze(MazeFactory &factory) {
Maze* aMaze = factory.MakeMaze();
Room* r1 = factory.MakeRoom(1);
Room* r2 = factory.MakeRoom(2);
Door* theDoor = factory.MakeDoor(r1, r2);
aMaze->AddRoom(r1);
aMaze->AddRoom(r2);
r1->SetSide(North, factory.MakeWall());
r1->SetSide(East, theDoor);
r1->SetSide(South, factory.MakeWall());
r1->SetSide(West, factory.MakeWall());
r2->SetSide(North, factory.MakeWall());
r2->SetSide(East, factory.MakeWall());
r2->SetSide(South, factory.MakeWall());
r2->SetSide(West, theDoor);
return aMaze;
};
};
int main() {
MazeGame mygame;
MazeFactory factory;
mygame.CreateMaze(factory);
system("pause");
return 0;
}