基于Matlab如何实现抖音小游戏苹果蛇
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还是提一句这个小游戏开始玩的心路历程:
第1-5关:?这不就是有重力的贪吃蛇,有任何难度嘛??
第6关:嗯。。。这个小技巧还是有点意思的
第30关:???这绕来绕去的是人出的题目??
第90关:… …疯了疯了已经疯了
废话不多说看一下MATLAB版的完整代码:
为了方便修改,关卡地图就摆在m文件里,总共写了八关,但是只有代码没有素材包还是运行不了,因此请从文末获取完整压缩包.
function appleSnake % @author : slandarer % 公众号 : slandarer随笔 % 知乎 : hikari % 加载图像数据 MT=load('material.mat'); MT=MT.MT; SIZE.BASE=size(MT.base.CData,1); SIZE.EXIT=size(MT.exit.CData,1); SIZE.STONE=size(MT.stone.CData,1); SIZE.APPLE=size(MT.apple.CData,1); SIZE.SNAKE=size(MT.snake1.CData,1); SIZE.RESTART=size(MT.restart.CData,1); % 初始化地图及关卡 [fig,ax]=init(); LEVEL=1; MAP=getMap(LEVEL); loadMap(); refreshSnake(); text(10,1000,'当前关卡:','FontSize',18,'FontWeight','bold') LEVEL_HDL=text(270,1000,num2str(LEVEL),'FontSize',18,'FontWeight','bold'); % ========================================================================= set(fig,'KeyPressFcn',@key); function key(~,event) dirvec=[0,0]; switch event.Key case 'uparrow' dirvec=[-1,0]; [~,colSet]=find(MAP<0); if all(colSet==colSet(1)) dirvec=[0,0]; end case 'downarrow',dirvec=[1,0]; case 'rightarrow',dirvec=[0,1]; case 'leftarrow',dirvec=[0,-1]; end if sum(dirvec)~=0 [hi,hj]=find(MAP==-1); switch MAP(hi+dirvec(1),hj+dirvec(2)) case 0 MAP(MAP<0)=MAP(MAP<0)-1; MAP(MAP==min(MAP,[],[1,2]))=0; MAP(hi+dirvec(1),hj+dirvec(2))=-1; case 1 case 2 MAP(MAP<0)=MAP(MAP<0)-1; MAP(MAP==min(MAP,[],[1,2]))=0; MAP(hi+dirvec(1),hj+dirvec(2))=-1; refreshSnake() win(); return; case 3 MAP(MAP<0)=MAP(MAP<0)-1; APPLE_HDL=findobj('Tag','APPLE','UserData',[hi+dirvec(1),hj+dirvec(2)]); MAP(hi+dirvec(1),hj+dirvec(2))=-1;delete(APPLE_HDL); case 4 if MAP(hi+2*dirvec(1),hj+2*dirvec(2))==0 MAP(MAP<0)=MAP(MAP<0)-1; MAP(MAP==min(MAP,[],[1,2]))=0; MAP(hi+dirvec(1),hj+dirvec(2))=-1; MAP(hi+2*dirvec(1),hj+2*dirvec(2))=4; STONE_HDL=findobj('Tag','STONE','UserData',[hi+dirvec(1),hj+dirvec(2)]); STONE_HDL.XData=STONE_HDL.XData+70*dirvec(2); STONE_HDL.YData=STONE_HDL.YData-70*dirvec(1); STONE_HDL.UserData=[hi+2*dirvec(1),hj+2*dirvec(2)]; tCol=MAP(:,hj+2*dirvec(2));tCol(60)=1; nRow=find(tCol~=0&((1:60)'>hi+2*dirvec(1)),1,'first')-1; STONE_HDL.YData=STONE_HDL.YData-70*(nRow-hi+dirvec(1)); STONE_HDL.UserData=[nRow,hj+2*dirvec(2)]; MAP(hi+2*dirvec(1),hj+2*dirvec(2))=0; MAP(nRow,hj+2*dirvec(2))=4; end end refreshSnake();pause(.15) freeFall(); refreshSnake() end end function freeFall() [rowSet,colSet]=find(MAP<0); diffmin=inf; for t=1:length(rowSet) tCol=MAP(:,colSet(t)); tCol(60)=1; tRow=find(tCol>0&((1:60)'>rowSet(t)),1,'first'); diffmin=min(diffmin,tRow-rowSet(t)); end diffmin=diffmin-1; if diffmin>15 loss(diffmin) elseif diffmin>0 tMAP=MAP; for t=1:length(rowSet) tMAP(rowSet(t),colSet(t))=0; end for t=1:length(rowSet) tMAP(rowSet(t)+diffmin,colSet(t))=MAP(rowSet(t),colSet(t)); end MAP=tMAP; end end function restart(~,~) MAP=getMap(LEVEL); if ~isempty(MAP) loadMap(); refreshSnake(); LEVEL_HDL.String=num2str(LEVEL); end end function win(~,~) LEVEL=LEVEL+1; MAP=getMap(LEVEL); if ~isempty(MAP) loadMap(); refreshSnake(); LEVEL_HDL.String=num2str(LEVEL); else msgbox('暂无更多关卡') end end function loss(D) if D>15 for d=1:20 [rowSet,colSet]=find(MAP<0); tMAP=MAP; for t=1:length(rowSet) tMAP(rowSet(t),colSet(t))=0; end for t=1:length(rowSet) tMAP(rowSet(t)+1,colSet(t))=MAP(rowSet(t),colSet(t)); end MAP=tMAP; refreshSnake(); pause(.1); end end end % ========================================================================= function [fig,ax]=init(~,~) % figure窗口创建及属性设置 fig=figure(); fig.NumberTitle='off'; fig.Position=[250,120,500,500]; fig.MenuBar='none'; fig.Name='apple snake by slandarer'; % axes坐标区域创建及属性设置 ax=gca;hold on ax.Position=[0 0 1 1]; ax.XTick=[]; ax.YTick=[]; ax.XColor='none'; ax.YColor='none'; ax.XLim=[0,1050]; ax.YLim=[0,1050]; % 绘制背景 image(ax,ax.XLim,ax.YLim,flipud(MT.background)) image(ax,[-SIZE.RESTART/2,SIZE.RESTART/2]+60,... [-SIZE.RESTART/2,SIZE.RESTART/2]+900,... flipud(MT.restart.CData),... 'AlphaData',flipud(MT.restart.AlpData),... 'ButtonDownFcn',@restart) end function map=getMap(level) % 地图大小15x15 % 空气 : 0 % 土块 : 1 % 蛇头 : -1,蛇身数值依次递减 % 终点 : 2 % 苹果 : 3 % 石块 : 4 Map{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 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 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 0 0 0 0 3 0 0 0 0 0 0 0 0 0 -2 -1 0 0 0 0 0 0 0 2 0 0 0 0 0 -3 1 1 1 0 0 0 1 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 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 0 0 0 0 0 0]; Map{2}=[ 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 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 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -3 -2 -1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 1 1 1 0 1 0 0 0 0 0 0 0 0 1 0 0 3 0 0 1 0 0 0 0 0 0 0 0 1 0 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 1 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 0 1 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 0 0 0 0 0 0 0 0 0 0 0 0 0]; Map{3}=[ 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 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 0 0 0 0 0 -3 -2 -1 0 0 0 0 0 0 2 0 0 0 0 0 1 1 1 1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 3 0 0 0 1 0 0 0 0 0 1 1 1 1 0 0 0 1 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 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 0 0 0 0 0 0]; Map{4}=[ 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 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 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 0 0 1 0 0 1 1 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 1 0 3 0 1 0 0 0 0 0 0 0 -3 -2 -1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 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]; Map{5}=[ 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 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 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 2 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 3 0 1 0 0 0 0 0 0 0 -2 -1 0 0 0 0 0 1 0 0 0 0 0 0 0 -3 1 1 1 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 1 1 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 0 0 0 0 0 0 0 0 0 0 0 0 0]; Map{6}=[ 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 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 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 1 3 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 -3 -2 -1 0 0 0 4 0 0 0 0 0 0 0 0 1 1 1 0 1 1 1 0 0 0 0 0 0 0 0 0 0 1 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 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]; Map{7}=[ 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 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 0 0 0 0 0 0 0 0 0 4 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 1 0 0 0 0 0 2 0 0 0 0 0 0 0 0 1 3 0 0 0 0 0 0 0 0 0 0 0 -3 -2 -1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 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 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]; Map{8}=[ 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 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 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 0 0 0 0 0 1 3 1 0 0 0 0 0 0 0 0 0 0 0 -2 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 -3 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 2 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 0 0 0 0 0 0 0 0 0]; Map{9}=[]; map=Map{level}; end function loadMap(~,~) delete(findobj('Tag','BASE')) delete(findobj('Tag','EXIT')) delete(findobj('Tag','APPLE')) delete(findobj('Tag','STONE')) % 绘制土块 for i=15:-1:1 for j=15:-1:1 if MAP(i,j)==1 image(ax,70*(j-1)+35+[-SIZE.BASE/2,SIZE.BASE/2],... 70*(16-i)+35+[-SIZE.BASE/2,SIZE.BASE/2],... flipud(MT.base.CData),... 'alphaData',flipud(MT.base.AlpData),... 'tag','BASE'); end end end % 绘制出口 [ti,tj]=find(MAP==2); image(ax,70*(tj-1)+35+[-SIZE.EXIT/2,SIZE.EXIT/2],... 70*(16-ti)+35+[-SIZE.EXIT/2,SIZE.EXIT/2],... flipud(MT.exit.CData),... 'alphaData',flipud(MT.exit.AlpData),... 'tag','EXIT'); % 绘制苹果 [ti,tj]=find(MAP==3); if ~isempty(ti) image(ax,70*(tj-1)+35+[-SIZE.APPLE/2,SIZE.APPLE/2],... 70*(16-ti)+35+[-SIZE.APPLE/2,SIZE.APPLE/2],... flipud(MT.apple.CData),... 'alphaData',flipud(MT.apple.AlpData),... 'tag','APPLE','UserData',[ti,tj]); end % 绘制石块 [ti,tj]=find(MAP==4); if ~isempty(ti) image(ax,70*(tj-1)+35+[-SIZE.STONE/2,SIZE.STONE/2],... 70*(16-ti)+35+[-SIZE.STONE/2,SIZE.STONE/2],... flipud(MT.stone.CData),... 'alphaData',flipud(MT.stone.AlpData),... 'tag','STONE','UserData',[ti,tj]); end end function refreshSnake(~,~) delete(findobj('Tag','SNAKE')) % 画蛇头 [ti,tj]=find(MAP==-1); [ti_n,tj_n]=find(MAP==-2); tSnakeC=MT.snake1.CData; tSnakeAlp=MT.snake1.AlpData; if tj_n>tj tSnakeC=fliplr(tSnakeC); tSnakeAlp=fliplr(tSnakeAlp); end if ti_n>ti if MAP(ti,tj-1)==1 tSnakeC(:,:,1)=flipud(tSnakeC(end:-1:1,:,1)'); tSnakeC(:,:,2)=flipud(tSnakeC(end:-1:1,:,2)'); tSnakeC(:,:,3)=flipud(tSnakeC(end:-1:1,:,3)'); tSnakeAlp=flipud(tSnakeAlp'); else tSnakeC(:,:,1)=flipud(tSnakeC(:,:,1)'); tSnakeC(:,:,2)=flipud(tSnakeC(:,:,2)'); tSnakeC(:,:,3)=flipud(tSnakeC(:,:,3)'); tSnakeAlp=flipud(tSnakeAlp'); end end if ti_n<ti if MAP(ti,tj-1)==1 tSnakeC(:,:,1)=tSnakeC(end:-1:1,:,1)'; tSnakeC(:,:,2)=tSnakeC(end:-1:1,:,2)'; tSnakeC(:,:,3)=tSnakeC(end:-1:1,:,3)'; tSnakeAlp=tSnakeAlp'; else tSnakeC(:,:,1)=tSnakeC(:,:,1)'; tSnakeC(:,:,2)=tSnakeC(:,:,2)'; tSnakeC(:,:,3)=tSnakeC(:,:,3)'; tSnakeAlp=tSnakeAlp'; end end image(ax,70*(tj-1)+35+[-SIZE.SNAKE/2,SIZE.SNAKE/2],... 70*(16-ti)+35+[-SIZE.SNAKE/2,SIZE.SNAKE/2],... flipud(tSnakeC),... 'alphaData',flipud(tSnakeAlp),... 'tag','SNAKE'); [ti,tj]=find(MAP==min(MAP,[],[1,2])); [ti_l,tj_l]=find(MAP==min(MAP,[],[1,2])+1); tSnakeC=MT.snake4.CData; tSnakeAlp=MT.snake4.AlpData; switch true case tj_l>tj case tj_l<tj tSnakeC=fliplr(tSnakeC); tSnakeAlp=fliplr(tSnakeAlp); case ti_l<ti tSnakeC(:,:,1)=flipud(tSnakeC(:,:,1)'); tSnakeC(:,:,2)=flipud(tSnakeC(:,:,2)'); tSnakeC(:,:,3)=flipud(tSnakeC(:,:,3)'); tSnakeAlp=flipud(tSnakeAlp'); case ti_l>ti tSnakeC(:,:,1)=tSnakeC(:,:,1)'; tSnakeC(:,:,2)=tSnakeC(:,:,2)'; tSnakeC(:,:,3)=tSnakeC(:,:,3)'; tSnakeAlp=tSnakeAlp'; end % 画蛇尾 image(ax,70*(tj-1)+35+[-SIZE.SNAKE/2,SIZE.SNAKE/2],... 70*(16-ti)+35+[-SIZE.SNAKE/2,SIZE.SNAKE/2],... flipud(tSnakeC),... 'alphaData',flipud(tSnakeAlp),... 'tag','SNAKE'); % 画蛇身体 for i=-2:-1:(min(MAP,[],[1,2])+1) [ti,tj]=find(MAP==i); [ti_l,tj_l]=find(MAP==i+1); [ti_n,tj_n]=find(MAP==i-1); switch true case ti_l==ti_n tSnakeC=MT.snake2.CData; tSnakeAlp=MT.snake2.AlpData; case tj_l==tj_n tSnakeC=MT.snake2.CData; tSnakeAlp=MT.snake2.AlpData; tSnakeC(:,:,1)=tSnakeC(:,:,1)'; tSnakeC(:,:,2)=tSnakeC(:,:,2)'; tSnakeC(:,:,3)=tSnakeC(:,:,3)'; tSnakeAlp=tSnakeAlp'; case ti_l<ti_n&&tj_l>tj_n&&ti>ti_l tSnakeC=MT.snake3.CData; tSnakeAlp=MT.snake3.AlpData; tSnakeC=rot90(tSnakeC,2); tSnakeAlp=rot90(tSnakeAlp,2); case ti_l<ti_n&&tj_l>tj_n&&tj<tj_l tSnakeC=MT.snake3.CData; tSnakeAlp=MT.snake3.AlpData; case ti_l<ti_n&&tj_l<tj_n&&ti>ti_l tSnakeC=MT.snake3.CData; tSnakeAlp=MT.snake3.AlpData; tSnakeC=flipud(tSnakeC); tSnakeAlp=flipud(tSnakeAlp); case ti_l<ti_n&&tj_l<tj_n&&tj>tj_l tSnakeC=MT.snake3.CData; tSnakeAlp=MT.snake3.AlpData; tSnakeC=fliplr(tSnakeC); tSnakeAlp=fliplr(tSnakeAlp); case ti_l>ti_n&&tj_l>tj_n&&ti<ti_l tSnakeC=MT.snake3.CData; tSnakeAlp=MT.snake3.AlpData; tSnakeC=fliplr(tSnakeC); tSnakeAlp=fliplr(tSnakeAlp); case ti_l>ti_n&&tj_l>tj_n&&tj<tj_l tSnakeC=MT.snake3.CData; tSnakeAlp=MT.snake3.AlpData; tSnakeC=flipud(tSnakeC); tSnakeAlp=flipud(tSnakeAlp); case ti_l>ti_n&&tj_l<tj_n&&ti<ti_l tSnakeC=MT.snake3.CData; tSnakeAlp=MT.snake3.AlpData; case ti_l>ti_n&&tj_l<tj_n&&tj>tj_l tSnakeC=MT.snake3.CData; tSnakeAlp=MT.snake3.AlpData; tSnakeC=rot90(tSnakeC,2); tSnakeAlp=rot90(tSnakeAlp,2); end image(ax,70*(tj-1)+35+[-SIZE.SNAKE/2,SIZE.SNAKE/2],... 70*(16-ti)+35+[-SIZE.SNAKE/2,SIZE.SNAKE/2],... flipud(tSnakeC),... 'alphaData',flipud(tSnakeAlp),... 'tag','SNAKE'); end end end
感谢各位的阅读,以上就是“基于Matlab如何实现抖音小游戏苹果蛇”的内容了,经过本文的学习后,相信大家对基于Matlab如何实现抖音小游戏苹果蛇这一问题有了更深刻的体会,具体使用情况还需要大家实践验证。这里是蜗牛博客,小编将为大家推送更多相关知识点的文章,欢迎关注!
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