C++ ASCII 3D无尽跑酷游戏

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
支持新版本Windows Terminal和普通命令行
Windows11 完全兼容
Windows10 待测存疑(成功概率高)
Windows7 待测存疑(成功概率?)
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
posted @ 2026-06-12 21:23  LiQirui  阅读(3)  评论(0)    收藏  举报