Matlab實(shí)現(xiàn)簡(jiǎn)易紀(jì)念碑谷游戲的示例代碼
按上下左右鍵(↑↓←→)移動(dòng)物塊
按AD鍵轉(zhuǎn)動(dòng)視角
游戲效果:如圖所示原本無(wú)法通過(guò)的路徑經(jīng)過(guò)視角調(diào)整即可通過(guò)



完整代碼
function maze4
global 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 equal
plotcube([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);
end
ax=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)
end
set(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')
end
function 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;
end
end
function 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
end
end
function 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 arguments
inArgs = { ...
[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 values
inArgs(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);
end
end
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