我想使用随机数生成器在游戏板上放置障碍物。5%的棋盘将有一个被定义为"*“的坑,但星号不会显示,除非玩家落地在那个点上;10%的棋盘将是被阻挡的点,表示为"X";其余的85%将是显示为”“的空地。游戏棋盘是一个10x10的数组,左上角的字母"P“作为玩家的起点,右下角的字母"T”表示结束(宝藏)。到目前为止,我已经得到了这一点,我一直在看视频教程和阅读,试图将所有这些放在一起,但我仍然坚持:
import java.util.Scanner;
import java.util.Random;
public class Adventure {
public static void main(String[] args) {
char grid[][]= new char[10][10];
Scanner move = new Scanner(System.in);
System.out.println("Here is the current game board:");
System.out.println("-------------------------------");
for(int i=0; i<grid.length; i++) {
for(int j=0; j<grid.length; j++) {
grid[i][j]='.';
grid[0][0]='P';
grid[9][9]='T';
System.out.print(grid[i][j]);
}
Random obstacle = new Random();
int obstacleNum;
for(int k=1; k<=100; k++) {
obstacleNum = 1+obstacle.nextInt(100);
}
System.out.println("");
}
System.out.printf("Enter your move (U/D/L/R)>");
}
}不确定在"obstacleNum =1+obstacle.nextInt(100)“之后去哪里;
发布于 2012-02-08 12:41:06
至于实际的交互性,这里有一个概要:
x = 0; //coordinates of player, location of P
y = 0;要在打印前隐藏凹坑,请使用和if语句:
if(grid[i][j]=='*') {
System.out.println("."); //looks like ordinary land
} else {
System.out.println(grid[i][j]);
}现在让它在接收到输入(伪)时运行它
//following if for moving left
if(grid[y][x+1] isn't out of bounds and right key is pressed and grid[y][x+1]!='X') {
grid[y][x] = '.'; //removes current position
x++; //change location
}
//following if for moving right
if(grid[y][x-1] isn't out of bounds and left key is pressed and grid[y][x-1]!='X') {
grid[y][x] = '.'; //removes current position
x--; //change location
}
//following if for moving down
if(grid[y+1][x] isn't out of bounds and down key is pressed and grid[y+1][x]!='X') {
grid[y][x] = '.'; //removes current position
y++; //change location
}
//following if for moving up
if(grid[y-1][x] isn't out of bounds and up key is pressed and grid[y-1][x]!='X') {
grid[y][x] = '.'; //removes current position
y--; //change location
}
if(grid[y][x] == '*') { //when trapped in a pit
System.out.println("You fell in a pit. Game over.");
} else {
grid[y][x] = 'P'; //update grid
}发布于 2012-02-08 11:24:05
如果你的游戏板有100个点,那么它将有5个坑,10个街区和85个空地。
从1到100中选择15个随机数;前5个标识凹坑,接下来的10个标识块。
创建一个列表来跟踪这15个数字。每次选择一个随机数时,请检查该数是否已出现在列表中。如果是,则丢弃它并选择一个不同的随机数。否则,将其添加到列表中并继续,直到您选择了所有15个数字。
发布于 2012-02-08 11:27:45
你需要固定数量的障碍吗?你最好把代码放在你的循环中,它定义了你的板子:
for(int i=0; i<grid.length; i++) {
for(int j=0; j<grid.length; j++) {
int random = Math.random();
if (random <.05){
grid[i][j]='*';
}else if (random < .15) {
grid[i][j]='X'
}else {
grid[i][j]='.';
}
System.out.print(grid[i][j]);
}
}
grid[0][0]='P';
grid[9][9]='T';此外,您应该将cod放在定义P和T之后的循环之外,因为它似乎只需要做一次。
编辑:此方法将为您提供游戏板的表示形式,为了覆盖*,您可以更改print方法以将它们打印为.,或者维护一个显示网格以及实际网格(例如创建2个网格)。
https://stackoverflow.com/questions/9187352
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