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C++ ASCII 3D无尽跑酷游戏
2026-06-13 20:30:02基础资料围观1次
极客资料网推荐C++ ASCII 3D无尽跑酷游戏这篇文章给大家,欢迎收藏极客资料网享受知识的乐趣
TIP:
本文代码可以通过Dev-C++ 5.11编译,不用安装外部库
Github仓库:https://github.com/LiQirui-git-hub/ASCIIPakour
介绍:
这是一个3D游戏,仅支持Windows(暂时,未来有概率改变)
同时,画面不是用新窗口渲染,是命令行内渲染
| 操作系统 | 兼容性 |
|---|---|
| Windows11 | 完全兼容 |
| Windows10 | 完全兼容 |
| Windows7 | 待测存疑 |
| 键位 | 操作 |
|---|---|
| w,s,a,d | 前后左右移动 |
| Space | 跳跃 |
| Shift | 冲刺 |
| R | 重开 |
| Esc | 退出游戏 |
| 鼠标 | 改变视角 |
许可证简释
本项目采用 PolyForm Noncommercial License 1.0.0。
- 商业用途(包括出售、付费SaaS、集成到商业产品)需获取单独授权
- 商业授权请联系:eod_ilff7k0eh@dingtalk.com
作为版权所有者,我保留未来自行商用的权利。
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
文章来源:https://www.cnblogs.com/LiQirui/p/20508272
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本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若内容造成侵权/违法违规/事实不符,请联系邮箱:jacktools123@163.com进行投诉反馈,一经查实,立即删除!
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