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Matlab怎么实现简易纪念碑谷游戏

发表于:2024-09-22 作者:千家信息网编辑
千家信息网最后更新 2024年09月22日,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
千家信息网最后更新 2024年09月22日Matlab怎么实现简易纪念碑谷游戏

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

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