我试图在C中重新创建游戏2048,但我无法让算法移动或合并瓷砖一起正常工作。在最初的2048年游戏中,您可以像这样将瓷砖移动到一起:
2 | 2 | 4 | 4 4 | 8 | |
---+---+---+--- *swipes to the left* -> ---+---+---+---
8 | | 8 | 16| | |所以两个相同的瓷砖可以合并成一个两倍大小的瓷砖。我的版本几乎相同,但我没有使用数字,而是使用在合并时增加一个的字符,因此[A|A]将合并为[B]等等。我这样做只是为了不需要处理不同大小的瓷砖。
因此,我的板存储在一个称为网格(我知道可能有点多余)的结构中,作为一个4*4字符数组存储。
typedef struct grid {
char tiles[4][4];
} Grid;我试着做算法来移动和合并向上,向下,左和右,但它们不能正常工作。
void pushLeft(Grid * grid)
{
int i, j, k;
for(i = 0; i < 4; i++) //Row number i
{
for(j = 1; j < 4; j++) //Column number j
{
if(grid->tiles[i][j] != ' ') //tile is not empty
{
int flag = 1; //flag to prevent merging more than one level at a time
//Starting on column k, push tile as far to the left as possible
for(k = j; k > 0; k--)
{
if(grid->tiles[i][k-1] == ' ') //neighbor tile is empty
{
grid->tiles[i][k-1] = grid->tiles[i][k];
grid->tiles[i][k] = ' ';
}
else if(grid->tiles[i][k-1] == grid->tiles[i][k] && flag) //neighbor equals
{
grid->tiles[i][k-1]++;
grid->tiles[i][k] = ' ';
flag = 0;
}
else //Can't push or merge
{
flag = 1;
break;
}
}
}
} // Done with row
}
}
void pushRight(Grid * grid)
{
int i, j, k;
for(i = 0; i < 4; i++) //Row number i
{
for(j = 2; j >= 0; j--) //Column number j
{
if(grid->tiles[i][j] != ' ') //tile is not empty
{
int flag = 1; //flag to prevent merging more than one level at a time
//Starting on column k, push tile as far to the right as possible
for(k = j; k < 3; k++)
{
if(grid->tiles[i][k+1] == ' ') //neighbor tile is empty
{
grid->tiles[i][k+1] = grid->tiles[i][k];
grid->tiles[i][k] = ' ';
}
else if(grid->tiles[i][k+1] == grid->tiles[i][k] && flag) //neighbor equals
{
grid->tiles[i][k+1]++;
grid->tiles[i][k] = ' ';
flag = 0;
}
else //Can't push or merge
{
flag = 1;
break;
}
}
}
} // Done with row
}
}
void pushUp(Grid * grid)
{
int i, j, k;
for(i = 0; i < 4; i++) //Column number i
{
for(j = 1; j < 4; j++) //Row number j
{
if(grid->tiles[j][i] != ' ') //tile is not empty
{
int flag = 1; //flag to prevent merging more than one level at a time
//Starting on row k, push tile as far upwards as possible
for(k = j; k > 0; k--)
{
if(grid->tiles[k-1][i] == ' ') //neighbor tile is empty
{
grid->tiles[k-1][i] = grid->tiles[i][k];
grid->tiles[k][i] = ' ';
}
else if(grid->tiles[k-1][i] == grid->tiles[i][k] && flag) //neighbor equals
{
grid->tiles[k-1][i]++;
grid->tiles[k][i] = ' ';
flag = 0;
}
else //Can't push or merge
{
flag = 1;
break;
}
}
}
} // Done with column
}
}
void pushDown(Grid * grid)
{
int i, j, k;
for(i = 0; i < 4; i++) //Column number i
{
for(j = 2; j >= 0; j--) //Row number j
{
if(grid->tiles[j][i] != ' ') //tile is not empty
{
int flag = 1; //flag to prevent merging more than one level at a time
//Starting on row k, push tile as far down as possible
for(k = j; k < 3; k++)
{
if(grid->tiles[k+1][i] == ' ') //neighbor tile is empty
{
grid->tiles[k+1][i] = grid->tiles[i][k];
grid->tiles[k][i] = ' ';
}
else if(grid->tiles[k+1][i] == grid->tiles[i][k] && flag) //neighbor equals
{
grid->tiles[k+1][i]++;
grid->tiles[k][i] = ' ';
flag = 0;
}
else //Can't push or merge
{
flag = 1;
break;
}
}
}
} // Done with column
}
}我用一些硬编码的测试数据测试了这些算法。将瓷砖推到左边的算法似乎工作正常。pushRight几乎可以工作,但它同时合并了两个级别,因此[B|A|A]合并到[C]中,但应该合并到[B|B]中。
pushUp似乎几乎总是在用空瓷砖(空格)擦整块板。pushDows似乎正在移除一些瓷砖。
有人看到问题了吗?或者知道怎么做?我已经考虑过使用递归算法,但我就是不能把我的头脑围绕在它上面。
发布于 2014-12-11 23:10:32
我个人会打破两个步骤,因为滑动左和右实际上是相同的功能,关于瓷砖组合。唯一的区别是剩余的瓷砖会根据方向向左或向右捆绑。
下面是一个用一个新的块替换两个瓷砖的快速算法。我扫描左->右,用新的瓷砖替换左瓷砖,右瓷砖为零,然后确保从比较中排除这个新的瓷砖:
typedef struct grid {
char tiles[4][4];
} Grid;
void eliminateHoriz (Grid* g)
{
int row, col, col2;
for (row=0; row<4; row++)
{
for (col=0; col<4; col++)
{
if (g->tiles[row][col])
{
for (col2=col+1; col2<4; col2++)
{
if (g->tiles[row][col2])
{
if (g->tiles[row][col] == g->tiles[row][col2])
{
g->tiles[row][col++] *= 2;
g->tiles[row][col2] = 0;
}
break;
}
}
}
}
}
}
void showGrid (Grid* g)
{
int row, col;
for (row=0; row<4; row++)
for (col=0; col<4; col++)
printf ("%4d%c",
g->tiles[row][col],
col == 3 ? '\n' : ' ');
printf ("\n");
}
int main()
{
Grid g = {{2,2,4,4,
8,0,8,0,
8,8,8,4,
2,2,2,2}};
showGrid (&g);
eliminateHoriz (&g);
showGrid (&g);
system ("pause");
return 0;
}这方面的产出:
2 2 4 4
8 0 8 0
8 8 8 4
2 2 2 2
4 0 8 0
16 0 0 0
16 0 8 4
4 0 4 0在此之后,可以执行一个简单的压缩步骤,或者将其实时输出到第二个缓冲区,或者任何时候。减少重复。
发布于 2017-05-07 18:22:58
我只做了向左推线的例子,但对每个方向都是一样的。我取下了答案的代码并修改了它;看一看:
typedef struct grid {
int tiles[4][4];
} Grid;
/* Functions prototypes */
void pushLeft(Grid* grid);
void showGrid (Grid* g);
void find_great_tile(Grid* grid);
/* Main function */
int main()
{
Grid g = {{4,2,2,8,
2,8,2,2,
16,2,0,2,
128,128,64,64}};
/*
The sequence is:
--> Show the grid
--> PushLeft
--> Find great tile
--> PushLeft
--> Show the grid
*/
printf("\n\n\n\n");
showGrid (&g);
printf("\n\n\n\n");
pushLeft(&g);
showGrid (&g);
printf("\n\n\n\n");
find_great_tile(&g);
showGrid(&g);
printf("\n\n\n\n");
pushLeft(&g);
showGrid(&g);
printf("\n\n\n\n");
return 0;
}
/* Functions definitions */
void pushLeft(Grid* grid){
int row, col, col2;
for (row = 0; row < 4; row++)
{
for (col = 0; col < 4; col++)
{
if (!grid->tiles[row][col])
{
for (col2 = col+1; col2 < 4; col2++)
{
if (grid->tiles[row][col2])
{
/*
if (grid->tiles[row][col] == grid->tiles[row][col2])
{
grid->tiles[row][col++] *= 2;
grid->tiles[row][col2] = 0;
}
break;
*/
grid->tiles[row][col] = grid->tiles[row][col2];
grid->tiles[row][col2] = 0;
break;
}
}
}
}
}
}
void showGrid (Grid* grid){
int row, col;
for(row = 0; row < 4; row++){
fprintf(stdout, "\t\t |");
for(col = 0; col < 4; col++)
{
/*
In case there's any number in the matrix, it will print those numbers, otherwise, it'll print a space (it is the alternative of putting a 0)
*/
if(grid->tiles[row][col])
{
printf("%4d |", grid->tiles[row][col]);
}else
printf("%4c |", ' ');
}
fprintf(stdout, "\n\n");
}
}
void find_great_tile(Grid* grid){
int row, col, col2;
for(row = 0; row < 4; row++)
{
for(col = 0; col < 4; col++)
{
if(grid->tiles[row][col])
{
col2 = col+1;
if(grid->tiles[row][col2])
{
if(grid->tiles[row][col] == grid->tiles[row][col2])
{
grid->tiles[row][col++] *= 2;
grid->tiles[row][col2] = 0;
}
}
}
}
}
}这方面的产出:
| 4 | 2 | 2 | 8 |
| 2 | 8 | 2 | 2 |
| 16 | 2 | | 2 |
| 128 | 128 | 64 | 64 |
| 4 | 2 | 2 | 8 |
| 2 | 8 | 2 | 2 |
| 16 | 2 | 2 | |
| 128 | 128 | 64 | 64 |
| 4 | 4 | | 8 |
| 2 | 8 | 4 | |
| 16 | 4 | | |
| 256 | | 128 | |
| 4 | 4 | 8 | |
| 2 | 8 | 4 | |
| 16 | 4 | | |
| 256 | 128 | | |当然,您可以压缩执行以下步骤:
-> PushLeft
-> FindGreatTile
-> PushLeft
https://stackoverflow.com/questions/27432964
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