header1.h

#include <iostream>
#include <string>
#include <cmath>
#include <math.h>
#include <algorithm>
#include <Windows.h>
#include <conio.h>

using namespace std;

int gotoxy_object(int x, int y) // your object
{  
	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD point;
	point.X = x-1;
	point.Y = y-1;     
	SetConsoleCursorPosition(hConsole, point);
	return SetConsoleCursorPosition(hConsole, point);
}

int gotoxy1(int x, int y) // position code for object 1
{  
	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD point;
	point.X = x-1;
	point.Y = y-1;     
	SetConsoleCursorPosition(hConsole, point);
	return SetConsoleCursorPosition(hConsole, point);
}

int gotoxy2(int x, int y) // position code for object 2
{  
	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD point;
	point.X = x-1;
	point.Y = y-1;     
	SetConsoleCursorPosition(hConsole, point);
	return SetConsoleCursorPosition(hConsole, point);
}

int gotoxy3(int x, int y) // position code for object 3
{  
	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD point;
	point.X = x-1;
	point.Y = y-1;     
	SetConsoleCursorPosition(hConsole, point);
	return SetConsoleCursorPosition(hConsole, point);
}

int gotoxy4(int x, int y) // position code for object 4
{  
	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD point;
	point.X = x-1;
	point.Y = y-1;     
	SetConsoleCursorPosition(hConsole, point);
	return SetConsoleCursorPosition(hConsole, point);
}

int gotoxy_words(int x, int y) // position code for words and input
{  
	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD point;
	point.X = x-1;
	point.Y = y-1;     
	SetConsoleCursorPosition(hConsole, point);
	return SetConsoleCursorPosition(hConsole, point);
}

void Player_1_object()
{
	cout << "$" << endl;
}

void object1()
{
	cout << "A" << endl;
}

void object2()
{
	cout << "B" << endl;
}

void object3()
{
	cout << "C" << endl;
}

void object4()
{
	cout << "D" << endl;
}

header2.h

#include "header1.h"

class Player
{
public:
	char Up, Down, Left, Right;
	char up, down, left, right;

public:
	char get_Up_movement(Player &player1);
	char get_Down_movement(Player &player1);
	char get_Left_movement(Player &player1);
	char get_Right_movement(Player &player1);

	char get_up_movement(Player &player1);
	char get_down_movement(Player &player1);
	char get_left_movement(Player &player1);
	char get_right_movement(Player &player1);
};

char get_Up_movement(Player &player1)
{
	cout << "What is your up movement? ";
	cin >> player1.Up;
	cout << endl;

	return player1.Up;
}

char get_Down_movement(Player &player1)
{
	cout << "What is your down movement? ";
	cin >> player1.Down;
	cout << endl;

	return player1.Down;
}

char get_Left_movement(Player &player1)
{
	cout << "What is your left movement? ";
	cin >> player1.Left;
	cout << endl;

	return player1.Left;
}

char get_Right_movement(Player &player1)
{
	cout << "What is your right movement? ";
	cin >> player1.Right;
	cout << endl;

	return player1.Right;
}


char get_up_movement(Player &player1)
{
	cout << "What is your up movement? ";
	cin >> player1.up;
	cout << endl;

	return player1.up;
}

char get_down_movement(Player &player1)
{
	cout << "What is your down movement? ";
	cin >> player1.down;
	cout << endl;

	return player1.down;
}

char get_left_movement(Player &player1)
{
	cout << "What is your left movement? ";
	cin >> player1.left;
	cout << endl;

	return player1.left;
}

char get_right_movement(Player &player1)
{
	cout << "What is your right movement? ";
	cin >> player1.right;
	cout << endl;

	return player1.right;
}

struct player_movement
{
	char Up_, Down_, Left_, Right_;
	char up_, down_, left_, right_;
};

main_program.cpp

#include "header2.h"

int main()
{
	system("mode 80, 40");

	Player player1;
	char movement;
	string decision;

	cout << "Do you want to use letters or numbers as your movement? ";
	cin >> decision;
	cout << endl;

	if (decision == "letters" || decision == "letter")
	{
		get_Up_movement(player1);
		get_Down_movement(player1);
		get_Left_movement(player1);
		get_Right_movement(player1);
	}

	else if (decision == "numbers" || decision == "number")
	{
		get_up_movement(player1);
		get_down_movement(player1);
		get_left_movement(player1);
		get_right_movement(player1);
	}

	system("pause");
	system("cls");

	player_movement player_1;

	player_1.Up_ = player1.Up;
	player_1.Down_ = player1.Down;
	player_1.Left_ = player1.Left;
	player_1.Right_ = player1.Right;

	player_1.up_ = player1.up;
	player_1.down_ = player1.down;
	player_1.left_ = player1.left;
	player_1.right_ = player1.right;

	int my_obj_x = 25;
	int my_obj_y = 25;

	int obj1_x = 25;
	int obj1_y = 1;

	int obj2_x = 62;
	int obj2_y = 25;

	int obj3_x = 13;
	int obj3_y = 39;

	int obj4_x = 2;
	int obj4_y = 25;

	gotoxy1(obj1_x,obj1_y);
	object1();

	gotoxy2(obj2_x,obj2_y);
	object2();

	gotoxy3(obj3_x,obj3_y);
	object3();

	gotoxy4(obj4_x,obj4_y);
	object4();

	gotoxy_object(my_obj_x,my_obj_y);
	Player_1_object();
	
	for (int i = 0; i < 7; i++)
	{
		int x = 1;
		int y = 1;
		int move_right_x = (my_obj_x + x);
		int move_left_x = (my_obj_x - x);
		int move_up_y = (my_obj_y - y);
		int move_down_y = (my_obj_y + y);

		gotoxy_words(35,39);
		cout << "Enter movement key: ";
		cin >> movement;
		gotoxy_words(35,39);
		cout << "                                           " << endl;
		gotoxy_words(35,37);
		cout << "                                           " << endl;
	
		if (movement == player_1.Up_ || movement == player_1.up_)
		{
			my_obj_y = move_up_y;

			gotoxy_object(my_obj_x,my_obj_y);
			Player_1_object();

			if (my_obj_x == obj1_x && my_obj_y == obj1_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 1." << endl;
				goto fail;
			}

			else if (my_obj_x == obj2_x && my_obj_y == obj2_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 2." << endl;
				goto fail;
			}

			else if (my_obj_x == obj3_x && my_obj_y == obj3_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 3." << endl;
				goto fail;
			}

			else if (my_obj_x == obj4_x && my_obj_y == obj4_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 4." << endl;
				goto fail;
			}

			else
			{
				gotoxy_words(35,37);
				cout << " You Moved North." << endl;
			}
		}

		else if (movement == player_1.Down_ || movement == player_1.down_)
		{
			my_obj_y = move_down_y;

			gotoxy_object(my_obj_x,my_obj_y);
			Player_1_object();

			if (my_obj_x == obj1_x && my_obj_y == obj1_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 1." << endl;
				goto fail;
			}

			else if (my_obj_x == obj2_x && my_obj_y == obj2_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 2." << endl;
				goto fail;
			}

			else if (my_obj_x == obj3_x && my_obj_y == obj3_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 3." << endl;
				goto fail;
			}

			else if (my_obj_x == obj4_x && my_obj_y == obj4_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 4." << endl;
				goto fail;
			}

			else
			{
				gotoxy_words(35,37);
				cout << " You Moved South." << endl;
			}
		}


		else if (movement == player_1.Left_ || movement == player_1.left_)
		{
			my_obj_x = move_left_x;

			gotoxy_object(my_obj_x,my_obj_y);
			Player_1_object();

			if (my_obj_x == obj1_x && my_obj_y == obj1_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 1." << endl;
				goto fail;
			}

			else if (my_obj_x == obj2_x && my_obj_y == obj2_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 2." << endl;
				goto fail;
			}

			else if (my_obj_x == obj3_x && my_obj_y == obj3_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 3." << endl;
				goto fail;
			}

			else if (my_obj_x == obj4_x && my_obj_y == obj4_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 4." << endl;
				goto fail;
			}

			else
			{
				gotoxy_words(35,37);
				cout << " You Moved West." << endl;
			}
		}

		else if (movement == player_1.Right_ || movement == player_1.right_)
		{
			my_obj_x = move_right_x;

			gotoxy_object(my_obj_x,my_obj_y);
			Player_1_object();

			if (my_obj_x == obj1_x && my_obj_y == obj1_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 1." << endl;
				goto fail;
			}

			else if (my_obj_x == obj2_x && my_obj_y == obj2_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 2." << endl;
				goto fail;
			}

			else if (my_obj_x == obj3_x && my_obj_y == obj3_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 3." << endl;
				goto fail;
			}

			else if (my_obj_x == obj4_x && my_obj_y == obj4_y)
			{
				gotoxy_words(35,37);
				cout << " You crashed into object 4." << endl;
				goto fail;
			}

			else
			{
				gotoxy_words(35,37);
				cout << " You Moved East." << endl;
			}
		}
	}
		
		fail: gotoxy_words(35,39);
		system("pause");
		return 0;
}

My code works successfully and all, but I have a question. How do I just make the object move w/o showing the user where it previously was? If you guys or girls don't understand what I mean, please make a blank project and copy paste this code in your visual studio c++. I've always wanted to know but no one has shown me. Anyway, Thank You Again Forum and Thank You Again Forum Users And Members. Good Night Everyone. =)

I have not read all of your code, but from a quick scan I would suggest printing a space where the character used to be.

so i could use an if statement couldn't I? like if user input = d then i make a blank space behind the previous movement?

I would suggest a switch statement. If the user enters the 'down' key, then move the character down, draw it and draw a space in the old position. I feel very strongly that fixing movement to WASD is a bad idea. It should be WASD by default, but should be able to be changed (this is coming from a Dvorak keyboard user. WASD is spread out all over my layout!). Here is the general idea behind what I am saying:

putAt(player.position.x,player.position.y,' ');
switch (user_input)
{
    case up_key:
    --(player.position.y);
    break;
    case right_key:
    ++(player.position.x);
    break;
    case down_key:
    ++(player.position.y);
    break;
    case left_key:
    --(player.position.x);
    break;
    default:
    //what do you want to do here?
}
putAt(player.position.x,player.position.y,player.characterRepresentation);

Of course that code is very much general, you would have to modify it to fit your needs.

putAt was just a place holder for what would have to be some kind of platform dependent code. In your case a viable implementation would be:

void putAt(int x, int y, char chr)
{
    COORD loc;
    loc.X=x;
    loc.Y=y;
    SetConsoleCursorPosition(hConsole,loc);
    cout<<chr;
}
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