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프로그래밍 언어/알고리즘 및 디자인패턴

오른손의 법칙

by Mostlove 2023. 7. 14.
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Board

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Algorithm
{
    
    class Board
    {
        public TileType[,] Tile { get; private set; }
        public int Size { get; private set; }
        const char CIRCLE = '\u25cf';

        public int DestY { get; private set; }
        public int DestX { get; private set; }

        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;

            DestY = Size - 2;
            DestX = Size - 2;

            //Mazes for Programmers

            //랜덤으로 우측 혹은 아래로 길을 뚫는 작업
            //GenerateByBinaryTree();
            GenerateBySideWinder();
            
        }
        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()
        {
            //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;
                }
            }
            //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;
                    }
                }
            }
        }
        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 if(y == DestY && x == DestX)
                        Console.ForegroundColor = ConsoleColor.Yellow;
                    else
                        Console.ForegroundColor = GetTileColor(Tile[y, x]);
                    Console.Write(CIRCLE);
                }
                Console.WriteLine();
            }
            Console.ForegroundColor = prevColor;
        }
        ConsoleColor GetTileColor(TileType type)
        {
            switch (type)
            {
                case TileType.Empty:
                    return ConsoleColor.Green;
                case TileType.Wall:
                    return ConsoleColor.Red;
                default:
                    return ConsoleColor.Green;
            }
        }
    }
}

Player

using System;
using System.Collections.Generic;
using System.Text;

namespace Algorithm
{
    class Pos
    {
        public Pos(int y, int x) { Y = y; X = x; }
        public int Y;
        public int X;
    }

    class Player
    {
        public int PosY { get; private set; }
        public int PosX { get; private set; }
        Random _random = new Random();
        Board _board;

        enum Dir
        {
            Up = 0,
            Left = 1,
            Down = 2,
            Right = 3
        }

        int _dir = (int)Dir.Up;
        List<Pos> _points = new List<Pos>();

        public void Initialize(int posY, int posX, Board board)
        {
            PosY = posY;
            PosX = posX;
            _board = board;

            // 현재 바라보고 있는 방향을 기준으로, 좌표 변화를 나타낸다
            int[] frontY = new int[] { -1, 0, 1, 0 };
            int[] frontX = new int[] { 0, -1, 0, 1 };
            int[] rightY = new int[] { 0, -1, 0, 1 };
            int[] rightX = new int[] { 1, 0, -1, 0 };

            _points.Add(new Pos(PosY, PosX));
            // 목적지 도착하기 전에는 계속 실행
            while (PosY != board.DestY || PosX != board.DestX)
            {
                // 1. 현재 바라보는 방향을 기준으로 오른쪽으로 갈 수 있는지 확인.
                if (_board.Tile[PosY + rightY[_dir], PosX + rightX[_dir]] == Board.TileType.Empty)
                {
                    // 오른쪽 방향으로 90도 회전
                    _dir = (_dir - 1 + 4) % 4;
                    // 앞으로 한 보 전진.
                    PosY = PosY + frontY[_dir];
                    PosX = PosX + frontX[_dir];
                    _points.Add(new Pos(PosY, PosX));
                }
                // 2. 현재 바라보는 방향을 기준으로 전진할 수 있는지 확인.
                else if (_board.Tile[PosY + frontY[_dir], PosX + frontX[_dir]] == Board.TileType.Empty)
                {
                    // 앞으로 한 보 전진.
                    PosY = PosY + frontY[_dir];
                    PosX = PosX + frontX[_dir];
                    _points.Add(new Pos(PosY, PosX));
                }
                else
                {
                    // 왼쪽 방향으로 90도 회전
                    _dir = (_dir + 1 + 4) % 4;
                }
            }
        }

        const int MOVE_TICK = 10;
        int _sumTick = 0;
        int _lastIndex = 0;
        public void Update(int deltaTick)
        {
            if (_lastIndex >= _points.Count)
                return;

            _sumTick += deltaTick;
            if (_sumTick >= MOVE_TICK)
            {
                _sumTick = 0;

                PosY = _points[_lastIndex].Y;
                PosX = _points[_lastIndex].X;
                _lastIndex++;
            }
        }
    }
}

Program

using System;

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);

            Console.CursorVisible = false;

            const int WAIT_TICK = 1000 / 30;

            int lastTick = 0;
            while (true)
            {
                #region 프레임 관리
                // 만약에 경과한 시간이 1/30초보다 작다면
                int currentTick = System.Environment.TickCount;
                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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