幸运哈希游戏代码多少幸运哈希游戏代码多少

幸运哈希游戏代码多少幸运哈希游戏代码多少,

本文目录导读:

  1. 游戏框架
  2. 游戏逻辑
  3. 渲染部分
  4. 输入控制器
  5. 渲染代码

幸运哈希游戏是一种基于哈希表的随机事件生成游戏,通常用于游戏开发中的随机事件处理和数据管理,以下是一段实现幸运哈希游戏的代码示例,供参考。

游戏框架

初始化游戏

using System.Collections.Generic;
using UnityEngine;
public class LuckyHashGame : MonoBehaviour
{
    public int playerIndex = 0;
    public int enemyCount = 5;
    public int rewardCount = 3;
    public int playerSpeed = 5;
    public int enemySpeed = 3;
    public int spawnInterval = 5;
    public List<Enemy> enemies = new List<Enemy>();
    public List<Reward> rewards = new List<Reward>();
    public LuckyHashGame() : this()
    {
        // 初始化敌人和奖励
        InitializeGame();
        // 创建输入控制器
        InputStickStick stick = new InputStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        // 创建渲染器
        Canvas canvas = new Canvas();
        Canvas Canvas = new Canvas();
        Canvas Canvas = new Canvas();
        // 游戏循环
        gameLoop();
    }
    private void InitializeGame()
    {
        // 生成敌人
        for (int i = 0; i < enemyCount; i++)
        {
            Enemy enemy = new Enemy()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                speed = enemySpeed
            };
            enemies.Add(enemy);
        }
        // 生成奖励
        for (int i = 0; i < rewardCount; i++)
        {
            Reward reward = new Reward()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                type = Random.Range(1, rewardCount)
            };
            rewards.Add(reward);
        }
    }
    private void gameLoop()
    {
        // 游戏循环
        while (true)
        {
            // 游戏逻辑
            Update();
            // 渲染
            Render();
        }
    }
}

敌人类

public class Enemy : MonoBehaviour
{
    public int speed = 3;
    public int target = 0;
    public Enemy()
    {
        // 随机生成目标
        target = Random.Range(1, playerIndex);
    }
    void Update()
    {
        // 移动
        transform.Translate(new Vector2(
            speed * Time.deltaTime,
            0
        ));
        // 碰撞检测
        if (collideWith(transform.position, target))
        {
            Die();
        }
    }
    bool collideWith(Vector2 position, int targetIndex)
    {
        // 随机生成碰撞范围
        int range = 5;
        Vector2 targetPosition = enemies[targetIndex].position;
        return collider contains position within range of targetPosition
    }
}

奖励类

public class Reward : MonoBehaviour
{
    public int type = 0;
    public int points = 0;
    public Reward()
    {
        // 随机生成奖励类型
        type = Random.Range(1, rewards.Count);
        // 随机生成奖励点数
        points = Random.Range(10, 100);
    }
    void Update()
    {
        // 移动
        transform.Translate(new Vector2(
            0,
            0
        ));
        // 检查是否被拾取
        if (collideWith(transform.position))
        {
            // 拾取奖励
            int rewardIndex = Random.Range(0, rewards.Count);
            rewards[rewardIndex].points += points;
            Debug.Log("拾取奖励:points = " + points);
        }
    }
    bool collideWith(Vector2 position)
    {
        // 随机生成拾取范围
        int range = 5;
        Vector2 position = transform.position;
        return collider contains position within range of position
    }
}

哈希表实现

public class LuckyHashGame : MonoBehaviour
{
    // 哈希表实现
    public class HashTable
    {
        public static class Dictionary<T, U>
        {
            public class Entry : IDisposable
            {
                public T Key;
                public U Value;
                public Entry(T key, U value)
                {
                    Key = key;
                    Value = value;
                }
                public void Dispose() { Dispose(); }
                public bool Dispose() { return true; }
            }
            public Dictionary<T, U> _table;
            public Dictionary(T key, U value)
            {
                _table = new Dictionary<T, U>();
                _table[key] = value;
            }
            public T GetKey(U value)
            {
                return _table.TryGetValue(value, out T key) ? key : null;
            }
            public void Add(T key, U value)
            {
                _table[key] = value;
            }
            public void Remove(T key)
            {
                _table.Remove(key);
            }
            public bool TryGetValue(T key, out U value)
            {
                return _table.TryGetValue(key, out value);
            }
        }
    }
    public static class LuckyHash
    {
        public static int GetHashCode(int num)
        {
            return num.GetHashCode();
        }
        public static int GetHashCode(string str)
        {
            return str.GetHashCode();
        }
        public static int GetHashCode(float num)
        {
            return num.GetHashCode();
        }
        public static int GetHashCode(double num)
        {
            return num.GetHashCode();
        }
        public static int GetHash(int num, int param)
        {
            return (num + param).GetHashCode();
        }
        public static int GetHash(int num, string str)
        {
            return (num + str).GetHashCode();
        }
        public static int GetHash(int num, float f)
        {
            return (num + f).GetHashCode();
        }
        public static int GetHash(int num, double d)
        {
            return (num + d).GetHashCode();
        }
    }
}

游戏逻辑

玩家控制

public class LuckyHashGame : MonoBehaviour
{
    public int playerIndex = 0;
    public int enemyCount = 5;
    public int rewardCount = 3;
    public int playerSpeed = 5;
    public int enemySpeed = 3;
    public int spawnInterval = 5;
    public List<Enemy> enemies = new List<Enemy>();
    public List<Reward> rewards = new List<Reward>();
    public LuckyHashGame() : this()
    {
        // 初始化敌人和奖励
        InitializeGame();
        // 创建输入控制器
        InputStickStick stick = new InputStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        // 创建渲染器
        Canvas canvas = new Canvas();
        Canvas Canvas = new Canvas();
        Canvas Canvas = new Canvas();
        // 游戏循环
        gameLoop();
    }
    private void InitializeGame()
    {
        // 生成敌人
        for (int i = 0; i < enemyCount; i++)
        {
            Enemy enemy = new Enemy()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                speed = enemySpeed
            };
            enemies.Add(enemy);
        }
        // 生成奖励
        for (int i = 0; i < rewardCount; i++)
        {
            Reward reward = new Reward()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                type = Random.Range(1, rewardCount)
            };
            rewards.Add(reward);
        }
    }
    private void gameLoop()
    {
        // 游戏循环
        while (true)
        {
            // 游戏逻辑
            Update();
            // 渲染
            Render();
        }
    }
}

敌人生成逻辑

public class LuckyHashGame : MonoBehaviour
{
    public int playerIndex = 0;
    public int enemyCount = 5;
    public int rewardCount = 3;
    public int playerSpeed = 5;
    public int enemySpeed = 3;
    public int spawnInterval = 5;
    public List<Enemy> enemies = new List<Enemy>();
    public List<Reward> rewards = new List<Reward>();
    public LuckyHashGame() : this()
    {
        // 初始化敌人和奖励
        InitializeGame();
        // 创建输入控制器
        InputStickStick stick = new InputStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        // 创建渲染器
        Canvas canvas = new Canvas();
        Canvas Canvas = new Canvas();
        Canvas Canvas = new Canvas();
        // 游戏循环
        gameLoop();
    }
    private void InitializeGame()
    {
        // 生成敌人
        for (int i = 0; i < enemyCount; i++)
        {
            Enemy enemy = new Enemy()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                speed = enemySpeed
            };
            enemies.Add(enemy);
        }
        // 生成奖励
        for (int i = 0; i < rewardCount; i++)
        {
            Reward reward = new Reward()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                type = Random.Range(1, rewardCount)
            };
            rewards.Add(reward);
        }
    }
    private void gameLoop()
    {
        // 游戏循环
        while (true)
        {
            // 游戏逻辑
            Update();
            // 渲染
            Render();
        }
    }
}

奖励拾取逻辑

public class LuckyHashGame : MonoBehaviour
{
    public int playerIndex = 0;
    public int enemyCount = 5;
    public int rewardCount = 3;
    public int playerSpeed = 5;
    public int enemySpeed = 3;
    public int spawnInterval = 5;
    public List<Enemy> enemies = new List<Enemy>();
    public List<Reward> rewards = new List<Reward>();
    public LuckyHashGame() : this()
    {
        // 初始化敌人和奖励
        InitializeGame();
        // 创建输入控制器
        InputStickStick stick = new InputStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        // 创建渲染器
        Canvas canvas = new Canvas();
        Canvas Canvas = new Canvas();
        Canvas Canvas = new Canvas();
        // 游戏循环
        gameLoop();
    }
    private void InitializeGame()
    {
        // 生成敌人
        for (int i = 0; i < enemyCount; i++)
        {
            Enemy enemy = new Enemy()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                speed = enemySpeed
            };
            enemies.Add(enemy);
        }
        // 生成奖励
        for (int i = 0; i < rewardCount; i++)
        {
            Reward reward = new Reward()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                type = Random.Range(1, rewardCount)
            };
            rewards.Add(reward);
        }
    }
    private void gameLoop()
    {
        // 游戏循环
        while (true)
        {
            // 游戏逻辑
            Update();
            // 渲染
            Render();
        }
    }
}

渲染部分

public class LuckyHashGame : MonoBehaviour
{
    public int playerIndex = 0;
    public int enemyCount = 5;
    public int rewardCount = 3;
    public int playerSpeed = 5;
    public int enemySpeed = 3;
    public int spawnInterval = 5;
    public List<Enemy> enemies = new List<Enemy>();
    public List<Reward> rewards = new List<Reward>();
    public LuckyHashGame() : this()
    {
        // 初始化敌人和奖励
        InitializeGame();
        // 创建输入控制器
        InputStickStick stick = new InputStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        // 创建渲染器
        Canvas canvas = new Canvas();
        Canvas Canvas = new Canvas();
        Canvas Canvas = new Canvas();
        // 游戏循环
        gameLoop();
    }
    private void InitializeGame()
    {
        // 生成敌人
        for (int i = 0; i < enemyCount; i++)
        {
            Enemy enemy = new Enemy()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                speed = enemySpeed
            };
            enemies.Add(enemy);
        }
        // 生成奖励
        for (int i = 0; i < rewardCount; i++)
        {
            Reward reward = new Reward()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                type = Random.Range(1, rewardCount)
            };
            rewards.Add(reward);
        }
    }
    private void gameLoop()
    {
        // 游戏循环
        while (true)
        {
            // 游戏逻辑
            Update();
            // 渲染
            Render();
        }
    }
}

输入控制器

public class LuckyHashGame : MonoBehaviour
{
    public int playerIndex = 0;
    public int enemyCount = 5;
    public int rewardCount = 3;
    public int playerSpeed = 5;
    public int enemySpeed = 3;
    public int spawnInterval = 5;
    public List<Enemy> enemies = new List<Enemy>();
    public List<Reward> rewards = new List<Reward>();
    public LuckyHashGame() : this()
    {
        // 初始化敌人和奖励
        InitializeGame();
        // 创建输入控制器
        InputStickStick stick = new InputStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        // 创建渲染器
        Canvas canvas = new Canvas();
        Canvas Canvas = new Canvas();
        Canvas Canvas = new Canvas();
        // 游戏循环
        gameLoop();
    }
    private void InitializeGame()
    {
        // 生成敌人
        for (int i = 0; i < enemyCount; i++)
        {
            Enemy enemy = new Enemy()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                speed = enemySpeed
            };
            enemies.Add(enemy);
        }
        // 生成奖励
        for (int i = 0; i < rewardCount; i++)
        {
            Reward reward = new Reward()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                type = Random.Range(1, rewardCount)
            };
            rewards.Add(reward);
        }
    }
    private void gameLoop()
    {
        // 游戏循环
        while (true)
        {
            // 游戏逻辑
            Update();
            // 渲染
            Render();
        }
    }
}

渲染代码

public class LuckyHashGame : MonoBehaviour
{
    public int playerIndex = 0;
    public int enemyCount = 5;
    public int rewardCount = 3;
    public int playerSpeed = 5;
    public int enemySpeed = 3;
    public int spawnInterval = 5;
    public List<Enemy> enemies = new List<Enemy>();
    public List<Reward> rewards = new List<Reward>();
    public LuckyHashGame() : this()
    {
        // 初始化敌人和奖励
        InitializeGame();
        // 创建输入控制器
        InputStickStick stick = new InputStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        InputStickStickStickstick = new InputStickStickStick();
        // 创建渲染器
        Canvas canvas = new Canvas();
        Canvas Canvas = new Canvas();
        Canvas Canvas = new Canvas();
        // 游戏循环
        gameLoop();
    }
    private void InitializeGame()
    {
        // 生成敌人
        for (int i = 0; i < enemyCount; i++)
        {
            Enemy enemy = new Enemy()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                speed = enemySpeed
            };
            enemies.Add(enemy);
        }
        // 生成奖励
        for (int i = 0; i < rewardCount; i++)
        {
            Reward reward = new Reward()
            {
                position = new Vector2(
                    Random.Range(10, Screen.width - 10),
                    Random.Range(10, Screen.height - 10)
                ),
                type = Random.Range(1, rewardCount)
            };
            rewards.Add(reward);
        }
    }
    private void gameLoop()
    {
        // 游戏循环
        while (true)
        {
            // 游戏逻辑
            Update();
            //
幸运哈希游戏代码多少幸运哈希游戏代码多少,

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