Problems with creating objects on a console map

I'm having problems with creating objects on a map.
Everytime i create a object it isn't recognized as a object but only as a space in debugger, i assume it is the SetConsoleCursorPosition in ObjectAdd that makes this problem. I have searched for something that replaces individual chars in a console but i haven't found any.

Please give me a hint.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
#include <iostream>
#include <conio.h>
#include <Windows.h>

using namespace std;


enum Color  // 1byte/8 bits of info, 128 = bgIntensity, 64 = bgRed, 32 = bgGreen, 16 = bgBlue, 8 = frIntensity, 4 = frRed, 2 = frGreen, 1 = frBlue, 0 = none
{
	NONE = 0,
	BLUE = 1,
	GREEN = 2,
	TEAL = 3,
	RED = 4,
	lightTEAL = 11,
	lightBLUE = 9,
	lightGREEN = 10,
	lightRED = 12
}; 

void MoveCursor(int y, int x)
{
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE); //Points to what console window that is currently beeing used

	COORD coord; //??
	coord.X = x;
	coord.Y = y;
	SetConsoleCursorPosition(handle, coord); //??

}

void ObjectAdd(int y, int x)
{
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE); //Points to what console window that is currently beeing used

	COORD coord; //??
	coord.X = x;
	coord.Y = y;
	SetConsoleCursorPosition(handle, coord); //??

}
void SetColor(Color forecolor, Color backcolor) //pass color enums
{
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleTextAttribute(handle, (WORD)forecolor + ((WORD)backcolor << 4)); //Shift the 4 backcolor bits to left
}  

class Map //group togeather relevant variables/functions, private by default
{
public:
	Map(int width, int height) //Construct
	{
		mapWidth = width;
		mapHeight = height;

		map = new char*[height];
		int heightCreated = 0;
		int widthCreated = 0;
		char toWrite;

		while (heightCreated < height)
		{
			map[heightCreated] = new char[width];
			widthCreated = 0;
			while (widthCreated < width)
			{
				if (heightCreated == 0 || heightCreated == mapHeight - 1)
				{
					toWrite = 'X';
				}
				else if (widthCreated == 0 || widthCreated == mapWidth - 1)
				{
					toWrite = 'X';
				}
				else
				{
					toWrite = ' ';
				}
				map[heightCreated][widthCreated] = toWrite;
				widthCreated = widthCreated + 1;
			}
			heightCreated = heightCreated + 1;
		}

	}

private:
	int mapWidth;
	int mapHeight;
	char **map;

public:
	void Draw(int yPos, int xPos)
	{
		MoveCursor(0, 0);
		SetColor(Color::lightBLUE, Color::BLUE); //Use :: for clarification. Called Scope when using ::
		int mapHeigthPrinted = 0;
		int mapWidthPrinted = 0;
			while (mapHeigthPrinted < mapHeight)
			{
				mapWidthPrinted = 0;
				while (mapWidthPrinted < mapWidth)
				{
					cout << map[mapHeigthPrinted][mapWidthPrinted];
					mapWidthPrinted = mapWidthPrinted + 1;
				}
				cout << endl;
				mapHeigthPrinted++;
			}
		SetColor(Color::lightGREEN, Color::NONE); //Use :: for clarification. Called Scope when using ::
		cout << "Coordinates " << endl << "X: " << xPos << " " << endl << "Y: " << yPos << " " << endl;
	}

	
	void DrawObject(int y, int x, char object) //gets object at y,x coord and what type of object it is.
	{
		SetColor(Color::RED, Color::RED);
		ObjectAdd(y, x); //Send coords to console
		cout << object; //Display object (not interactive??)
	}
	
	char GetObjectAt(int y, int x)
	{
		if (y >= 0 && y < mapHeight && x >= 0 && x < mapWidth)
		{
			return map[y][x]; //Computer reads Y-axis first, X-Axis after
		}
                return 'X';
	}
};

class PlayerChar //Private from start, struct is used to clump variables togeather without worrying about changes
{
private:

public:
	char symbol = 1;
	int POSx = 1;
	int POSy = 1;

	void Draw()
	{
		SetColor(Color::lightTEAL, Color::BLUE); //Use :: for clarification. Called Scope when using ::
		MoveCursor(POSy, POSx);
		cout << symbol;
	}

	void TryMoveTo(int y, int x, char ObjectAt)
	{
		
		switch (ObjectAt)
		{

		case 'X':
			break;

		case ' ':
			POSy = y;
			POSx = x;
			break;

		case 'T':
			POSy = y + 5;
			POSx = x + 5;
			break;

		default:
			break;
		}

		/*if (ObjectAt != 'X') // Collision agains X   Use Switch instead of better management instead of hundreds of if statements.
		{
			POSy = y;
			POSx = x;
		}

		*/
	}

};

int main()
{
	#pragma region Size_of_Map
	int width;
	int height;
	//menu();
	cout << "How big map do you want? (full screen is Width: 79, Height 21)" << endl
		<< "Width (Max 79 or it will default to 10): ";
	cin >> width;
	cout << "Height (Max 21 or it will default to 10): ";
	cin >> height;
	if (width > 79 || width < 0)
	{
		width = 79;
	}
	else if (height > 21 || height < 0)
	{
		height = 21;
	}
	else
	{
		cout << "Critical error. Shutting down";
	}
	system("CLS");
	#pragma endregion Size_of_Map

	Map world(width, height);
	PlayerChar hero;
	

	world.Draw(hero.POSy, hero.POSx);
	world.DrawObject(5, 5, 'T');
	hero.Draw();


	int toPosX = 0;
	int toPosY = 0;

	bool wantstomove = false;
	bool play = true;
	while (play)
	{
		char movement = _getch();
		wantstomove = false;
		switch (movement)
		{
			case 'a': //left
				{
				toPosX = hero.POSx - 1;
				toPosY = hero.POSy;
				wantstomove = true;
			break;
				}
			case 'w': //up
				{
				toPosY = hero.POSy - 1;
				toPosX = hero.POSx;
				wantstomove = true;
			break;
				}
			case 'd': //right
				{
				toPosX = hero.POSx + 1;
				toPosY = hero.POSy;
				wantstomove = true;
				break;
				}
			case 's': //down
				{
				toPosY = hero.POSy + 1;
				toPosX = hero.POSx;
				wantstomove = true;
			break;
				}
			case 'q': //quit
				{
				play = false;
				break;
				}
			case 'r': //reset
				{
				hero.POSx = 1;
				hero.POSy = 1;
				break;
				}
			default: //Do nothing if anything not binded is not binded.
				{
				break;
				}
		}
		
		if (wantstomove == true)
		{
			char ObjectAt = world.GetObjectAt(toPosY, toPosX); //Call Map class with world., use function GetObjectAt(Y-coord, X-Coord)
			hero.TryMoveTo(toPosY, toPosX, ObjectAt); //Call PlayerChar class with hero., use function TryMoveTo(Y-coord, X-Coord, Send what object is where we are going to move
		}

		world.Draw(hero.POSy, hero.POSx); //don't pass any arguments in normal use. pass hero.POSx, hero.POSy for coords.
		world.DrawObject(5, 5, 'T');
		hero.Draw();
	
		
	}
	return 0;
}
Last edited on
Topic archived. No new replies allowed.