《纪念碑谷》是USTWO公司开发制作的解谜类手机游戏,在游戏中,通过探索隐藏小路、发现视力错觉以及躲避神秘的乌鸦人来帮助沉默公主艾达走出纪念碑迷阵。本文将用Matlab编写简易版的纪念碑谷游戏,感兴趣的可以了解一下
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 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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本文标题为:Matlab实现简易纪念碑谷游戏的示例代码
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