完整代码:#
完整代码:#
#define UNICODE #define _UNICODE #include <windows.h> #include <cmath> #include <cstdio> #include <chrono> #include <thread> #include <algorithm> #include <vector> #include <string> #include <random> #include <fstream> struct vec2 { float x,y; vec2(float v):x(v),y(v){} vec2(float a,float b):x(a),y(b){} vec2 operator+(vec2 o)const{return {x+o.x,y+o.y};} vec2 operator-(vec2 o)const{return {x-o.x,y-o.y};} vec2 operator*(vec2 o)const{return {x*o.x,y*o.y};} }; struct vec3 { float x,y,z; vec3():x(0),y(0),z(0){} vec3(float v):x(v),y(v),z(v){} vec3(float a,float b,float c):x(a),y(b),z(c){} vec3(float a,vec2 v):x(a),y(v.x),z(v.y){} vec3 operator+(vec3 o)const{return {x+o.x,y+o.y,z+o.z};} vec3 operator-(vec3 o)const{return {x-o.x,y-o.y,z-o.z};} vec3 operator*(vec3 o)const{return {x*o.x,y*o.y,z*o.z};} vec3 operator/(vec3 o)const{return {x/o.x,y/o.y,z/o.z};} vec3 operator-()const{return {-x,-y,-z};} vec3 operator*(float s) const { return {x*s, y*s, z*s}; } friend vec3 operator*(float s, const vec3& v) { return v * s; } }; inline float clamp(float v,float a,float b){ return fmaxf(fminf(v,b),a); } inline float sign(float a){ return (0<a)-(a<0); } inline float length(vec3 v){ return sqrtf(v.x*v.x+v.y*v.y+v.z*v.z); } inline vec3 norm(vec3 v){ float len = length(v); if(len < 1e-8f) return {0,1,0}; return v/len; } inline float dot(vec3 a,vec3 b){ return a.x*b.x+a.y*b.y+a.z*b.z; } inline vec3 cross(vec3 a,vec3 b){ return {a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x}; } vec2 box(vec3 ro,vec3 rd,vec3 halfSize,vec3& n){ vec3 inv=vec3(1.0f)/rd; vec3 t1=(-ro-halfSize)*inv, t2=(-ro+halfSize)*inv; vec3 tMin={fminf(t1.x,t2.x),fminf(t1.y,t2.y),fminf(t1.z,t2.z)}; vec3 tMax={fmaxf(t1.x,t2.x),fmaxf(t1.y,t2.y),fmaxf(t1.z,t2.z)}; float tn=fmaxf(fmaxf(tMin.x,tMin.y),tMin.z); float tf=fminf(fminf(tMax.x,tMax.y),tMax.z); if(tn>tf||tf<0.0f)return vec2(-1.0f); if(tMin.x>tMin.y&&tMin.x>tMin.z)n=vec3(-sign(rd.x),0,0); else if(tMin.y>tMin.x&&tMin.y>tMin.z)n=vec3(0,-sign(rd.y),0); else n=vec3(0,0,-sign(rd.z)); return vec2(tn,tf); } void HideCursor(){ HANDLE H=GetStdHandle(STD_OUTPUT_HANDLE); CONSOLE_CURSOR_INFO ci; GetConsoleCursorInfo(H,&ci); ci.bVisible=FALSE; SetConsoleCursorInfo(H,&ci); } POINT GetConsoleCenter(){ HWND h=GetConsoleWindow(); if(!h){POINT c;c.x=GetSystemMetrics(SM_CXSCREEN)/2;c.y=GetSystemMetrics(SM_CYSCREEN)/2;return c;} RECT wa;SystemParametersInfo(SPI_GETWORKAREA,0,&wa,0); int ww=(wa.right-wa.left)*0.7, wh=(wa.bottom-wa.top)*0.7; MoveWindow(h,(wa.left+wa.right-ww)/2,(wa.top+wa.bottom-wh)/2,ww,wh,TRUE); RECT wr;GetWindowRect(h,&wr); return {(wr.left+wr.right)/2,(wr.top+wr.bottom)/2}; } void GetConsoleSize(HANDLE H, int& w, int& h){ CONSOLE_SCREEN_BUFFER_INFO csbi; GetConsoleScreenBufferInfo(H, &csbi); w = csbi.srWindow.Right - csbi.srWindow.Left + 1; h = csbi.srWindow.Bottom - csbi.srWindow.Top + 1; } void FitBufferToWindow(HANDLE H, int w, int h){ COORD bufSize = { (SHORT)w, (SHORT)h }; SetConsoleScreenBufferSize(H, bufSize); SMALL_RECT windowRect = { 0, 0, (SHORT)(w-1), (SHORT)(h-1) }; SetConsoleWindowInfo(H, TRUE, &windowRect); } struct BoxCol{ vec3 c; vec3 hs; }; const float PR=0.4f; const int CI=8; std::vector<BoxCol> ground, walls; std::mt19937 rng(std::random_device{}()); float nextZ=0; float lastWallZ = -1e9f; float lastNeoZ = -100.0f; int neoCooldown = 0; bool neoActive = false; const float GRAVITY = -18.0f; const float JUMP_VEL = 9.5f; const float GROUND_ACC = 18.0f; const float AIR_ACC = 0.5f; const float MAX_SPEED = 8.0f; const float GROUND_FRICT = 12.0f; const float AIR_FRICT = 0.5f; const float WALL_BOUNCE = 0.2f; const float WALL_BRAKE = 1.00f; const float MIN_WALL_GAP = 3.0f; const size_t MAX_OBJECTS = 300; void resolveSphereBox(vec3& p, vec3& vel, float r, const BoxCol& b, float bounce=0.0f, bool isWall=false){ vec3 cl; cl.x=clamp(p.x, b.c.x-b.hs.x, b.c.x+b.hs.x); cl.y=clamp(p.y, b.c.y-b.hs.y, b.c.y+b.hs.y); cl.z=clamp(p.z, b.c.z-b.hs.z, b.c.z+b.hs.z); vec3 d = p-cl; float l = length(d); if(l < r){ vec3 n; if(l < 0.001f){ vec3 tc = p - b.c; float ax = fabsf(tc.x), ay = fabsf(tc.y), az = fabsf(tc.z); if(ax >= ay && ax >= az) n = vec3(sign(tc.x), 0, 0); else if(ay >= ax && ay >= az) n = vec3(0, sign(tc.y), 0); else n = vec3(0, 0, sign(tc.z)); if(length(n) < 0.5f) n = vec3(0,1,0); n = norm(n); } else { n = d / l; } p = cl + n * r; float vdotn = dot(vel, n); if(vdotn < 0){ vel = vel - (1.0f+bounce)*vdotn * n; if(isWall && fabs(n.y) < 0.1f){ vel.x *= WALL_BRAKE; vel.z *= WALL_BRAKE; } } } } void resolveAll(vec3& p, vec3& vel){ for(int i=0;i<CI;++i){ for(auto&g:ground) resolveSphereBox(p,vel,PR,g,0.0f, false); for(auto&w:walls) resolveSphereBox(p,vel,PR,w,WALL_BOUNCE, true); } } bool onGround(const vec3& p, const vec3& vel){ vec3 t=p; t.y -= PR+0.05f; for(auto&g:ground){ vec3 c;c.x=clamp(t.x,g.c.x-g.hs.x,g.c.x+g.hs.x); c.y=clamp(t.y,g.c.y-g.hs.y,g.c.y+g.hs.y); c.z=clamp(t.z,g.c.z-g.hs.z,g.c.z+g.hs.z); if(length(t-c)<PR) return true; } return false; } void clearScene(){ ground.clear(); walls.clear(); nextZ=0; lastWallZ = -1e9f; lastNeoZ = -100.0f; neoCooldown = 0; neoActive = false; } void genUntil(float targetZ){ std::uniform_real_distribution<float> gap(0,1), wallCh(0,1), wallH(0.8f,2.5f), wallT(0.25f,0.45f); while(nextZ < targetZ && ground.size() + walls.size() < MAX_OBJECTS){ if (neoCooldown == 0 && gap(rng) < 0.05f && nextZ - lastNeoZ > 15.0f) { neoActive = true; lastNeoZ = nextZ; } if (neoActive) { float frontZ = nextZ - 1.0f; bool hasFront = false; for (auto& g : ground) { if (g.c.z >= frontZ && g.c.z <= frontZ + 1.0f) { hasFront = true; break; } } if (!hasFront) { ground.push_back({ vec3(0, -0.5f, frontZ + 0.5f), {1.5f, 0.5f, 0.5f} }); } for (int i = 0; i < 1; ++i) { float wallZ = nextZ + 0.5f + i; float h = 10.0f; float t = 0.1f; walls.push_back({vec3(0, h*0.5f, wallZ), {1.45f, h*0.5f, t*0.5f}}); lastWallZ = wallZ; ground.push_back({vec3(0, -0.5f, wallZ), {1.5f, 0.5f, 0.5f}}); } float backZ = nextZ + 1.0f; bool hasBack = false; for (auto& g : ground) { if (g.c.z >= backZ && g.c.z <= backZ + 1.0f) { hasBack = true; break; } } if (!hasBack) { ground.push_back({ vec3(0, -0.5f, backZ + 0.5f), {1.5f, 0.5f, 0.5f} }); } nextZ += 3; neoActive = false; neoCooldown = 20; continue; } if (neoCooldown > 0) neoCooldown--; if(gap(rng) < 0.22f){ nextZ += 1.0f; continue; } ground.push_back({vec3(0, -0.5f, nextZ+0.5f), {1.5f, 0.5f, 0.5f}}); if(wallCh(rng) < 0.32f){ float newWallZ = nextZ+0.5f; if(newWallZ - lastWallZ >= MIN_WALL_GAP){ float h = wallH(rng); float t = wallT(rng); walls.push_back({vec3(0, h*0.5f, newWallZ), {1.45f, h*0.5f, t*0.5f}}); lastWallZ = newWallZ; } } nextZ += 1.0f; } } void updateScene(const vec3& pp){ if(!std::isfinite(pp.x) || !std::isfinite(pp.y) || !std::isfinite(pp.z)){ clearScene(); return; } float cl = pp.z - 45.0f; ground.erase(std::remove_if(ground.begin(), ground.end(), [cl](BoxCol& g){ return g.c.z < cl; }), ground.end()); walls.erase(std::remove_if(walls.begin(), walls.end(), [cl](BoxCol& w){ return w.c.z < cl; }), walls.end()); genUntil(pp.z + 18.0f); } float g_bestDist = 0.0f; const char* HIGHSCORE_FILE = "highscore.dat"; void loadHighScore() { std::ifstream ifs(HIGHSCORE_FILE); if (ifs.is_open()) { ifs >> g_bestDist; ifs.close(); } } void saveHighScore(float newDist) { if (newDist > g_bestDist) { g_bestDist = newDist; std::ofstream ofs(HIGHSCORE_FILE); if (ofs.is_open()) { ofs << g_bestDist; ofs.close(); } } } void writeHUD(wchar_t* buffer, int screenW, float dist, float bestDist, bool dead, float sprintTimer, float sprintCooldown) { wchar_t line[240]; const wchar_t* stateStr = L""; if (sprintTimer > 0.0f) stateStr = L"[SPRINT!]"; else if (sprintCooldown > 0.0f) { swprintf(line, 240, L"[COOL:%.1f]", sprintCooldown); stateStr = line; } else stateStr = L"[READY]"; int len = swprintf(line, 240, L" Distance: %.0f m Best: %.0f m %s %s", dist, bestDist, dead ? L"DEAD" : L"", stateStr); for (int i = 0; i < screenW; ++i) { if (i < len) buffer[i] = line[i]; else buffer[i] = L' '; } } int main(){ HideCursor(); HANDLE H=CreateConsoleScreenBuffer(GENERIC_READ|GENERIC_WRITE,0,NULL,CONSOLE_TEXTMODE_BUFFER,NULL); SetConsoleActiveScreenBuffer(H); int w, h; Sleep(100); GetConsoleSize(H, w, h); if (w <= 0 || h <= 0) { w = 240; h = 60; } FitBufferToWindow(H, w, h); float asp=(float)w/h; float pa = 0.4583f; char grad[]=" .:!/r(l1Z4H9W8$@"; int gs=sizeof(grad)-2; wchar_t* scr=new wchar_t[w*h]; DWORD dw=0; POINT c=GetConsoleCenter(); SetCursorPos(c.x,c.y); ground.reserve(256); walls.reserve(128); loadHighScore(); vec3 pos(0, 1.5f, -8); vec3 vel(0,0,0); float yaw=0.0f, pitch=0, ms=0.0025f; bool grounded = false; enum{PLAYING,LOST} st=PLAYING; bool run=true; auto lt=std::chrono::steady_clock::now(); vec3 ld=norm(vec3(-0.5f, 0.8f, -1.0f)); clearScene(); nextZ = pos.z; lastWallZ = -1e9f; genUntil(pos.z+18.f); float sprintTimer = 0.0f; float sprintCooldown = 0.0f; int frameCounter = 0; while(run){ auto nt=std::chrono::steady_clock::now(); float dt=std::chrono::duration<float>(nt-lt).count(); lt=nt; if(dt>0.033f) dt=0.033f; if(GetAsyncKeyState(VK_ESCAPE)&0x8000) run=false; if(GetAsyncKeyState('R')&0x8000){ float curDist = pos.z + 8.0f; if (curDist > g_bestDist) saveHighScore(curDist); pos=vec3(0,1.5f,-8); vel=vec3(0,0,0); yaw=0.0f; pitch=0; st=PLAYING; clearScene(); nextZ=pos.z; lastWallZ = -1e9f; genUntil(pos.z+18.f); sprintTimer = 0.0f; sprintCooldown = 0.0f; } POINT mp; GetCursorPos(&mp); int dx=mp.x-c.x, dy=mp.y-c.y; if(dx||dy){ if(st==PLAYING){ yaw -= dx*ms; pitch -= dy*ms; pitch=clamp(pitch,-1.4f,1.4f); } SetCursorPos(c.x,c.y); } vec3 fwd(cosf(pitch)*sinf(yaw), sinf(pitch), cosf(pitch)*cosf(yaw)); vec3 rgt=norm(cross(fwd,vec3(0,1,0))); vec3 up=cross(rgt,fwd); updateScene(pos); if(st==PLAYING){ vec3 moveDir(0,0,0); if(GetAsyncKeyState('W')&0x8000) moveDir = moveDir + vec3(fwd.x,0,fwd.z); if(GetAsyncKeyState('S')&0x8000) moveDir = moveDir - vec3(fwd.x,0,fwd.z); if(GetAsyncKeyState('A')&0x8000) moveDir = moveDir - rgt; if(GetAsyncKeyState('D')&0x8000) moveDir = moveDir + rgt; float lenM = length(moveDir); if(lenM>0.001f) moveDir = moveDir/lenM; else moveDir=vec3(0,0,0); grounded = onGround(pos, vel); if (sprintTimer > 0) { sprintTimer -= dt; if (sprintTimer < 0) sprintTimer = 0.0f; } if (sprintCooldown > 0) { sprintCooldown -= dt; if (sprintCooldown < 0) sprintCooldown = 0.0f; } if ((GetAsyncKeyState(VK_LSHIFT) & 0x8000) || (GetAsyncKeyState(VK_RSHIFT) & 0x8000)) { if (sprintTimer <= 0.0f && sprintCooldown <= 0.0f && grounded) { sprintTimer = 0.6f; sprintCooldown = 1.2f; } } float currentMaxSpeed = MAX_SPEED; float currentGroundAcc = GROUND_ACC; if (sprintTimer > 0.0f) { currentMaxSpeed = MAX_SPEED * 2.0f; currentGroundAcc = GROUND_ACC * 1.5f; } float accScale = grounded ? currentGroundAcc : AIR_ACC; vec3 acc = moveDir * accScale; acc.y += GRAVITY; vel = vel + acc * dt; if(!grounded){ vel.x *= (1.0f - AIR_FRICT*dt); vel.z *= (1.0f - AIR_FRICT*dt); }else{ float spdHor = sqrtf(vel.x*vel.x + vel.z*vel.z); if(spdHor > 0.01f){ float newSpd = fmaxf(0.0f, spdHor - GROUND_FRICT*dt); vel.x *= newSpd/spdHor; vel.z *= newSpd/spdHor; }else vel.x=vel.z=0; } float horSpeed = sqrtf(vel.x*vel.x + vel.z*vel.z); if(horSpeed > currentMaxSpeed){ vel.x *= currentMaxSpeed/horSpeed; vel.z *= currentMaxSpeed/horSpeed; } if(GetAsyncKeyState(VK_SPACE)&0x8000 && grounded){ vel.y = JUMP_VEL; grounded = false; } vec3 newPos = pos + vel * dt; resolveAll(newPos, vel); pos = newPos; grounded = onGround(pos, vel); if(grounded && vel.y < 0) vel.y = 0; if(pos.y < -5.0f) { st = LOST; float curDist = pos.z + 8.0f; if (curDist > g_bestDist) saveHighScore(curDist); } if(!std::isfinite(pos.x) || !std::isfinite(pos.y) || !std::isfinite(pos.z)){ pos=vec3(0,1.5f,-8); vel=vec3(0,0,0); yaw=0.0f; pitch=0; st=PLAYING; clearScene(); nextZ=pos.z; lastWallZ=-1e9f; genUntil(pos.z+18.f); sprintTimer = sprintCooldown = 0.0f; } } float dist = pos.z + 8.0f; if(dist < 0) dist = 0; if(++frameCounter % 10 == 0){ std::string title=st==PLAYING ? "无尽跑酷 | NEO挑战 | 距离:"+std::to_string((int)dist)+"m | R重置" : "坠落! 距离:"+std::to_string((int)dist)+"m | R重新开始"; SetConsoleTitleA(title.c_str()); } CONSOLE_SCREEN_BUFFER_INFO csbi; GetConsoleScreenBufferInfo(H, &csbi); int visW = csbi.srWindow.Right - csbi.srWindow.Left + 1; int visH = csbi.srWindow.Bottom - csbi.srWindow.Top + 1; int left = csbi.srWindow.Left; int top = csbi.srWindow.Top; if (visW != w || visH != h) { w = visW; h = visH; FitBufferToWindow(H, w, h); delete[] scr; scr = new wchar_t[w * h]; asp = (float)w / h; } float viewZ = pos.z; for(int i=0;i<w;++i){ for(int j=0;j<h;++j){ vec2 uv((float)i/w,(float)j/h); uv=uv*2.f-1.f; uv.x*=asp*pa; uv.y*=-1; vec3 rd=norm(fwd + rgt*uv.x + up*uv.y); float tmin=1e9f; vec3 n; float alb=1; bool hit=false; for(auto&g:ground){ if(g.c.z < viewZ - 1.5f) continue; vec3 bn; vec2 t=box(pos-g.c, rd, g.hs, bn); if(t.x>0 && t.x<tmin){ tmin=t.x; n=bn; alb=0.75f; hit=true; } } for(auto&w:walls){ if(w.c.z < viewZ - 1.5f) continue; vec3 bn; vec2 t=box(pos-w.c, rd, w.hs, bn); if(t.x>0 && t.x<tmin){ tmin=t.x; n=bn; alb=1.0f; hit=true; } } float diff=0; if(hit){ float amb=0.2f, ndl=fmaxf(0.f,dot(n,ld)); diff=(amb+ndl)*alb; diff=clamp(diff,0.f,1.f); } int idx=(int)(diff*gs); idx=(int)clamp((float)idx,0.0f,(float)gs); scr[i+j*w]=grad[idx]; } } writeHUD(scr, w, dist, g_bestDist, st == LOST, sprintTimer, sprintCooldown); for (int j = 0; j < h; ++j) { COORD pos = { (SHORT)left, (SHORT)(top + j) }; DWORD written; WriteConsoleOutputCharacterW(H, scr + j * w, w, pos, &written); int bufW = csbi.dwSize.X; if (bufW > left + w) { int clearLen = bufW - (left + w); std::wstring spaces(clearLen, L' '); COORD fillPos = { (SHORT)(left + w), (SHORT)(top + j) }; WriteConsoleOutputCharacterW(H, spaces.c_str(), clearLen, fillPos, &written); } } } saveHighScore(pos.z + 8.0f); delete[]scr; CloseHandle(H); return 0; }编译时加入命令:
-std=c++11 -lpthread -O3 -fopenmp