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:
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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