Matlab怎么实现简易纪念碑谷游戏
短信预约 -IT技能 免费直播动态提醒
本文小编为大家详细介绍“Matlab怎么实现简易纪念碑谷游戏”,内容详细,步骤清晰,细节处理妥当,希望这篇“Matlab怎么实现简易纪念碑谷游戏”文章能帮助大家解决疑惑,下面跟着小编的思路慢慢深入,一起来学习新知识吧。
按上下左右键(↑↓←→)移动物块
按AD键转动视角
游戏效果:如图所示原本无法通过的路径经过视角调整即可通过
完整代码
function maze4global maze;global GUI;global role;GUI.fig=figure('units','pixels',... 'position',[350 100 500 500],... 'Numbertitle','off',... 'name','maze',... 'Color',[0 0 0],... 'resize','off'); % 'menubar','none',...GUI.axes=axes('Units','pixels',... 'parent',GUI.fig,... 'Color',[0.05 0.05 0.05],... 'Position',[0 0 500 500],... 'Box','on', ... 'XLim',[0 10],... 'YLim',[0 10],... 'ZLim',[-1 8],... 'XColor',[0.05 0.05 0.05],... 'YColor',[0.05 0.05 0.05],... 'ZColor',[0.05 0.05 0.05],... 'xtick',[],'ytick',[],'ztick',[]);hold on;axis equalplotcube([10 10,0.5],[0 0 -0.5],1,[0.85 0.85 0.87]);maze.layer0.map=ones(10,10); maze.layer1.map=[0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 1 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 1 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 1 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 1; 0 0 0 0 0 0 0 0 0 0; 0 0 1 0 0 0 0 1 0 0];maze.layer2.map=[0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 1 0 0 0; 0 0 0 0 0 1 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 1 1 0 0 0 0 0 0 0; 0 0 1 1 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 1; 0 0 0 0 0 0 0 0 0 0; 0 0 1 0 0 0 0 1 0 0];maze.layer3.map=[0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 1 1 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 1 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 1; 0 0 0 0 0 0 0 0 0 0; 0 0 1 0 0 0 0 1 0 0];maze.layer4.map=[0 0 0 0 0 0 0 0 0 1; 0 0 0 0 0 0 1 0 0 1; 0 0 0 0 0 0 0 0 0 1; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 1 0; 0 0 0 0 0 0 0 0 0 0; 1 0 0 0 0 0 0 0 0 1; 0 0 0 0 0 0 0 0 0 0; 0 0 1 0 0 0 0 1 0 0];maze.layer5.map=[0 0 0 0 0 0 0 0 0 1; 0 0 0 0 0 0 0 0 0 1; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 1 0; 0 0 0 0 0 0 0 0 1 0; 0 0 0 0 0 0 0 0 0 0; 0 0 0 0 0 0 0 0 0 1; 1 0 0 0 0 0 0 0 0 0; 0 1 0 0 0 0 0 1 0 0];maze.layer6.map=[0 0 0 0 0 0 0 0 0 1; 1 1 1 0 0 0 0 0 0 0; 1 0 0 0 0 0 0 0 0 0; 1 0 0 0 0 1 0 0 0 0; 1 1 0 0 0 1 0 0 0 0; 0 0 0 0 0 1 0 0 0 1; 0 0 0 0 0 1 0 0 0 1; 0 0 0 0 1 0 0 1 0 1; 0 0 0 0 1 0 0 1 0 0; 1 0 0 0 1 1 1 1 0 0]; maze.layer7.map=zeros(10,10);maze.layer8.map=zeros(10,10); for i=1:6 [x,y]=find(maze.(['layer',num2str(i)]).map==1); maze.(['layer',num2str(i)]).cube.num=sum(sum(maze.(['layer',num2str(i)]).map)); maze.(['layer',num2str(i)]).cube.pos=[x,y,ones(maze.(['layer',num2str(i)]).cube.num,1).*i]; maze.(['layer',num2str(i)]).cube.color=[0.85 0.85 0.95]; maze.(['layer',num2str(i)]).cube.size=[1 1 1]; maze.(['layer',num2str(i)]).cube.alpha=1; tempSize =maze.(['layer',num2str(i)]).cube.size; tempPos =maze.(['layer',num2str(i)]).cube.pos; tempAlpha=maze.(['layer',num2str(i)]).cube.alpha; tempColor=maze.(['layer',num2str(i)]).cube.color; tempNum =maze.(['layer',num2str(i)]).cube.num; arrayfun(@(i)plotcube(tempSize,tempPos(i,:)-tempSize,tempAlpha,tempColor),1:tempNum); endax=GUI.axes;ax.CameraPosition=[39.4959 -29.1496 71.8289];maze.scene=0;moveDirect=[-1 0 0;0 1 0;1 0 0;0 -1 0];role.pos=[1,1,1];role.cubex=[0 1 1 0 0 0;1 1 0 0 1 1;1 1 0 0 1 1;0 1 1 0 0 0];role.cubey=[0 0 1 0 0 0;0 1 1 1 0 0;0 1 1 1 1 1;0 0 1 0 1 1];role.cubez=[0 0 0 0 0 1;0 0 0 0 0 1;1 1 1 1 0 1;1 1 1 1 0 1];fill3(role.cubex+role.pos(1)-1,... role.cubey+role.pos(2)-1,... role.cubez+role.pos(3)-1,[0.65 0.65 0.87],'tag','role')fill3(role.cubex+1-1,... role.cubey+10-1,... role.cubez+7-1,[0.85 0.65 0.67])while(0)pause(2)disp(ax.CameraPosition)endset(gcf, 'KeyPressFcn', @key); function key(~,event) tempRolePos=role.pos; switch event.Key case 'uparrow',tempRolePos=role.pos+moveDirect(1,:); case 'rightarrow',tempRolePos=role.pos+moveDirect(2,:); case 'downarrow',tempRolePos=role.pos+moveDirect(3,:); case 'leftarrow',tempRolePos=role.pos+moveDirect(4,:); case 'a' for j=1:30 pause(0.02) tempCamPos=ax.CameraPosition; ax.CameraPosition(1)=tempCamPos(1)*cos(pi/60)-tempCamPos(2)*sin(pi/60); ax.CameraPosition(2)=tempCamPos(1)*sin(pi/60)+tempCamPos(2)*cos(pi/60); end maze.scene=mod(maze.scene+1,4); moveDirect=[moveDirect(end,:);moveDirect(1:3,:)]; case 'd' for j=1:30 pause(0.02) tempCamPos=ax.CameraPosition; ax.CameraPosition(1)=tempCamPos(1)*cos(-pi/60)-tempCamPos(2)*sin(-pi/60); ax.CameraPosition(2)=tempCamPos(1)*sin(-pi/60)+tempCamPos(2)*cos(-pi/60); end maze.scene=mod(maze.scene+3,4); moveDirect=[moveDirect(2:end,:);moveDirect(1,:)]; end switch maze.scene case 0,ax.CameraPosition=[39.4959 -29.1496 71.8289]; case 2,ax.CameraPosition=[-39.8792 27.4237 70.6419]; end switch maze.scene case 0 switch 1 case all(tempRolePos==changePos(role.pos,tempRolePos,0)) role.pos=changePos(role.pos,tempRolePos,0); case specialChange(tempRolePos,[-1 2 -2],[0 1 0]) case specialChange(tempRolePos,[-2 1 -2],[-1 0 0]) case all(tempRolePos+[0 0 1]==changePos(role.pos,tempRolePos+[0 0 1],1)) role.pos=changePos(role.pos,tempRolePos+[0 0 1],1); case all(tempRolePos+[0 0 -1]==changePos(role.pos,tempRolePos+[0 0 -1],-1)) role.pos=changePos(role.pos,tempRolePos+[0 0 -1],-1); end case 1 switch 1 case all(tempRolePos+[0 0 1]==changePos(role.pos,tempRolePos+[0 0 1],1)) role.pos=changePos(role.pos,tempRolePos+[0 0 1],1); case all(tempRolePos==changePos(role.pos,tempRolePos,0)) role.pos=changePos(role.pos,tempRolePos,0); case all(tempRolePos+[0 0 -1]==changePos(role.pos,tempRolePos+[0 0 -1],-1)) role.pos=changePos(role.pos,tempRolePos+[0 0 -1],-1); end case 2 switch 1 case all(tempRolePos==changePos(role.pos,tempRolePos,0)) role.pos=changePos(role.pos,tempRolePos,0); case specialChange(tempRolePos,[-3 1 3],[-1 0 0]) case specialChange(tempRolePos,[2 -2 -2],[0 -1 0]) case all(tempRolePos+[0 0 1]==changePos(role.pos,tempRolePos+[0 0 1],1)) role.pos=changePos(role.pos,tempRolePos+[0 0 1],1); case all(tempRolePos+[0 0 -1]==changePos(role.pos,tempRolePos+[0 0 -1],-1)) role.pos=changePos(role.pos,tempRolePos+[0 0 -1],-1); end case 3 switch 1 case all(tempRolePos+[0 0 1]==changePos(role.pos,tempRolePos+[0 0 1],1)) role.pos=changePos(role.pos,tempRolePos+[0 0 1],1); case all(tempRolePos==changePos(role.pos,tempRolePos,0)) role.pos=changePos(role.pos,tempRolePos,0); case all(tempRolePos+[0 0 -1]==changePos(role.pos,tempRolePos+[0 0 -1],-1)) role.pos=changePos(role.pos,tempRolePos+[0 0 -1],-1); end end delete(findobj('tag','role')); fill3(role.cubex+role.pos(1)-1,... role.cubey+role.pos(2)-1,... role.cubez+role.pos(3)-1,[0.65 0.65 0.87],'tag','role') endfunction bool=specialChange(tempRolePos,spDir,Dir) bool=0; dir=[0 0 -1;0 0 0;0 0 1]; switch 1 case role.pos(3)~=1&&role.pos(3)+spDir(3)-1~=1&&sum(abs(tempRolePos-role.pos-Dir))==0&&all(role.pos+spDir+dir(1,:)==changePos(role.pos,role.pos+spDir+dir(1,:),-1)) role.pos=changePos(role.pos,role.pos+spDir+dir(1,:),-1);bool=1; case role.pos(3)~=1&&role.pos(3)+spDir(3)~=1&&sum(abs(tempRolePos-role.pos-Dir))==0&&all(role.pos+spDir+dir(2,:)==changePos(role.pos,role.pos+spDir+dir(2,:),0)) role.pos=changePos(role.pos,role.pos+spDir+dir(2,:),0);bool=1; case role.pos(3)~=1&&role.pos(3)+spDir(3)+1~=1&&sum(abs(tempRolePos-role.pos-Dir))==0&&all(role.pos+spDir+dir(3,:)==changePos(role.pos,role.pos+spDir+dir(3,:),1)) role.pos=changePos(role.pos,role.pos+spDir+dir(3,:),1);bool=1; case role.pos(3)~=1&&role.pos(3)-spDir(3)+1~=1&&sum(abs(tempRolePos-role.pos+Dir))==0&&all(role.pos-spDir-dir(1,:)==changePos(role.pos,role.pos-spDir-dir(1,:),-1)) role.pos=changePos(role.pos,role.pos-spDir-dir(1,:),1);bool=1; case role.pos(3)~=1&&role.pos(3)-spDir(3)~=1&&sum(abs(tempRolePos-role.pos+Dir))==0&&all(role.pos-spDir-dir(2,:)==changePos(role.pos,role.pos-spDir-dir(2,:),0)) role.pos=changePos(role.pos,role.pos-spDir-dir(2,:),0);bool=1; case role.pos(3)~=1&&role.pos(3)-spDir(3)-1~=1&&sum(abs(tempRolePos-role.pos+Dir))==0&&all(role.pos-spDir-dir(3,:)==changePos(role.pos,role.pos-spDir-dir(3,:),1)) role.pos=changePos(role.pos,role.pos-spDir-dir(3,:),-1);bool=1; endendfunction newPos=changePos(oriPos,objPos,ydir) newPos=oriPos; if all(objPos(1:2)>=1&objPos(1:2)<=10)&&objPos(3)<=7&&objPos(3)>=1 switch ydir case 1 if maze.(['layer',num2str(objPos(3))]).map(objPos(1),objPos(2))==0&&... maze.(['layer',num2str(objPos(3)-1)]).map(objPos(1),objPos(2))==1&&... (oriPos(3)+1>=8||maze.(['layer',num2str(oriPos(3)+1)]).map(oriPos(1),oriPos(2))==0) newPos=objPos; end case 0 if maze.(['layer',num2str(objPos(3))]).map(objPos(1),objPos(2))==0&&... maze.(['layer',num2str(objPos(3)-1)]).map(objPos(1),objPos(2))==1 newPos=objPos; end case -1 if maze.(['layer',num2str(objPos(3))]).map(objPos(1),objPos(2))==0&&... maze.(['layer',num2str(objPos(3)-1)]).map(objPos(1),objPos(2))==1&&... maze.(['layer',num2str(objPos(3)+1)]).map(objPos(1),objPos(2))==0 newPos=objPos; end end endendfunction plotcube(varargin)% PLOTCUBE - Display a 3D-cube in the current axes%% PLOTCUBE(EDGES,ORIGIN,ALPHA,COLOR) displays a 3D-cube in the current axes% with the following properties:% * EDGES : 3-elements vector that defines the length of cube edges% * ORIGIN: 3-elements vector that defines the start point of the cube% * ALPHA : scalar that defines the transparency of the cube faces (from 0% to 1)% * COLOR : 3-elements vector that defines the faces color of the cube%% Example:% >> plotcube([5 5 5],[ 2 2 2],.8,[1 0 0]);% >> plotcube([5 5 5],[10 10 10],.8,[0 1 0]);% >> plotcube([5 5 5],[20 20 20],.8,[0 0 1]);% Default input argumentsinArgs = { ... [10 56 100] , ... % Default edge sizes (x,y and z) [10 10 10] , ... % Default coordinates of the origin point of the cube .7 , ... % Default alpha value for the cube's faces [1 0 0] ... % Default Color for the cube };% Replace default input arguments by input valuesinArgs(1:nargin) = varargin;% Create all variables[edges,origin,alpha,clr] = deal(inArgs{:});XYZ = { ... [0 0 0 0] [0 0 1 1] [0 1 1 0] ; ... [1 1 1 1] [0 0 1 1] [0 1 1 0] ; ... [0 1 1 0] [0 0 0 0] [0 0 1 1] ; ... [0 1 1 0] [1 1 1 1] [0 0 1 1] ; ... [0 1 1 0] [0 0 1 1] [0 0 0 0] ; ... [0 1 1 0] [0 0 1 1] [1 1 1 1] ... };XYZ = mat2cell(... cellfun( @(x,y,z) x*y+z , ... XYZ , ... repmat(mat2cell(edges,1,[1 1 1]),6,1) , ... repmat(mat2cell(origin,1,[1 1 1]),6,1) , ... 'UniformOutput',false), ... 6,[1 1 1]);cellfun(@patch,XYZ{1},XYZ{2},XYZ{3},... repmat({clr},6,1),... repmat({'FaceAlpha'},6,1),... repmat({alpha},6,1)... );view(3);endend
读到这里,这篇“Matlab怎么实现简易纪念碑谷游戏”文章已经介绍完毕,想要掌握这篇文章的知识点还需要大家自己动手实践使用过才能领会,如果想了解更多相关内容的文章,欢迎关注编程网行业资讯频道。
免责声明:
① 本站未注明“稿件来源”的信息均来自网络整理。其文字、图片和音视频稿件的所属权归原作者所有。本站收集整理出于非商业性的教育和科研之目的,并不意味着本站赞同其观点或证实其内容的真实性。仅作为临时的测试数据,供内部测试之用。本站并未授权任何人以任何方式主动获取本站任何信息。
② 本站未注明“稿件来源”的临时测试数据将在测试完成后最终做删除处理。有问题或投稿请发送至: 邮箱/279061341@qq.com QQ/279061341