Player
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Algorithm
{
class Player
{
public int PosY { get; private set; }
public int PosX { get; private set; }
Random _random = new Random();
Board _board;
public void Initialize(int posY, int posX, int destX, int destY, Board board)
{
PosX = posX;
PosY = posY;
_board = board;
}
const int MOVE_TICK = 100;
int _sumTick = 0;
public void Update(int deltaTick)
{
_sumTick += deltaTick;
if (_sumTick >= MOVE_TICK)
{
_sumTick = 0;
//여기에다가 0.1초마다 실행될 로직을 넣어준다.
int randValue = _random.Next(0, 5);
switch (randValue)
{
case 0://상
if (PosY - 1 >= 0 &&_board.Tile[PosY - 1, PosX] == Board.TileType.Empty)
PosY = PosY - 1;
break;
case 1://하
if (PosY + 1 <= _board.Size && _board.Tile[PosY + 1, PosX] == Board.TileType.Empty)
PosY = PosY + 1;
break;
case 2://좌
if (PosX - 1 >= 0 && _board.Tile[PosY, PosX - 1] == Board.TileType.Empty)
PosY = PosY - 1;
break;
case 3://우
if (PosX + 1 <= _board.Size && _board.Tile[PosY, PosX + 1] == Board.TileType.Empty)
PosY = PosY + 1;
break;
}
}
}
}
}
Board
using System;
namespace Algorithm
{
class Board
{
public TileType[,] Tile { get; private set; }
public int Size { get; private set; }
const char CIRCLE = '\u25cf';
Player _player;
public enum TileType
{
Empty,
Wall
}
public void Initialize(int size, Player player)
{
if (size % 2 == 0)
return;
_player = player;
Tile = new TileType[size, size];
Size = size;
//Mazes for Programmers
//일단 길을 다 막아버리는 작업
for(int y = 0; y<Size;y++)
{
for (int x = 0; x < Size; x++)
{
if (x % 2 == 0||y % 2 == 0)
Tile[y, x] = TileType.Wall;
else
Tile[y, x] = TileType.Empty;
}
}
//랜덤으로 우측 혹은 아래로 길을 뚫는 작업
//GenerateByBinaryTree();
GenerateBySideWinder();
}
public void Render()
{
ConsoleColor prevColor = Console.ForegroundColor;
for (int y = 0; y < Size; y++)
{
for (int x = 0; x < Size; x++)
{
//플레이어 좌표를 갖고 와서, 그 좌표랑 현재 y, x가 일치하면 플레이어 전용 색상으로 표시
if (y == _player.PosY && x == _player.PosX)
Console.ForegroundColor = ConsoleColor.Blue;
else
Console.ForegroundColor = GetTileColor(Tile[y, x]);
Console.Write(CIRCLE);
}
Console.WriteLine();
}
Console.ForegroundColor = prevColor;
}
void GenerateByBinaryTree()
{
//Binary Tree Algorithm
Random rand = new Random();
for (int y = 0; y < Size; y++)
{
for (int x = 0; x < Size; x++)
{
if (x % 2 == 0 || y % 2 == 0)
continue;
if (y == Size - 2 && x == Size - 2)
continue;
if (y == Size - 2)
{
Tile[y, x + 1] = TileType.Empty;
continue;
}
if (x == Size - 2)
{
Tile[y + 1, x] = TileType.Empty;
continue;
}
if (rand.Next(0, 2) == 0)
{
Tile[y, x + 1] = TileType.Empty;
}
else
{
Tile[y + 1, x] = TileType.Empty;
}
}
}
}
void GenerateBySideWinder()
{
//Binary Tree Algorithm
Random rand = new Random();
for (int y = 0; y < Size; y++)
{
int count = 1;
for (int x = 0; x < Size; x++)
{
if (x % 2 == 0 || y % 2 == 0)
continue;
if (y == Size - 2 && x == Size - 2)
continue;
if (y == Size - 2)
{
Tile[y, x + 1] = TileType.Empty;
continue;
}
if (x == Size - 2)
{
Tile[y + 1, x] = TileType.Empty;
continue;
}
if (rand.Next(0, 2) == 0)
{
Tile[y, x + 1] = TileType.Empty;
count++;
}
else
{
int randomIndex = rand.Next(0, count);
Tile[y + 1, x - randomIndex * 2] = TileType.Empty;
count = 1;
}
}
}
}
ConsoleColor GetTileColor(TileType type)
{
switch (type)
{
case TileType.Empty:
return ConsoleColor.Green;
case TileType.Wall:
return ConsoleColor.Red;
default:
return ConsoleColor.Green;
}
}
}
}
Program
using System;
using System.Collections;
using System.Reflection;
namespace Algorithm
{
class Program
{
static void Main(string[] args)
{
Board board = new Board();
Player player = new Player();
board.Initialize(25, player);
player.Initialize(1, 1, board.Size - 2, board.Size - 2, board);
Console.CursorVisible = false;
const int WAIT_TICK = 1000 / 30;
int lastTick = 0;
while (true)
{
//FPS 프레임 (60프레임 OK 30 프레임 이하는 X)
#region 프레임 관리
int currentTick = System.Environment.TickCount;
//만약에 경과한 시간이 1/30초보다 작다면
if (currentTick - lastTick < WAIT_TICK)
continue;
int deltaTick = currentTick - lastTick;
lastTick = currentTick;
#endregion
//입력
//로직
player.Update(deltaTick);
//렌더링
Console.SetCursorPosition(0, 0);
board.Render();
}
}
}
}
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